Game Corner: Terminator 3: The Redemption (PlayStation 2)

Released: 9 September 2004
Developer: Paradigm Entertainment
Also Available For: GameCube and Xbox

The Background:
Perhaps unsurprisingly, the Terminator franchise (Various, 1984 to 2019) has a long history with videogame adaptations; every film in the franchise has been adapted to at least one videogame over the years and the series even crossed over with RoboCop (Verhoeven, 1987) back in the day. Since producers and movie studios bent over backwards to get a third film made (and since big-budget movies usually always had a videogame tie-in at the time), it’s perhaps also not much of a surprise that Terminator 3: Rise of the Machines (Mostow, 2003) was accompanied by not one, but three videogame adaptations courtesy of Atari. Paradigm Entertainment developed Terminator 3: The Redemption at the same time as Black Ops Entertainment was working on Terminator 3: Rise of the Machines (ibid, 2003) and used photographs of the film sets to help create their game world. Even after Terminator 3 failed to impress, Atari pushed forward with The Redemption and even gave Paradigm more time to work on the game, which the developers aimed to make as fast-paced and action-packed as they could to differentiate it from its counterparts. Judging from the reviews, this appears to have paid off as critics found the game an overall improvement over its predecessor; however, while reviews praised the game’s action-packed content and graphical appeal, its difficulty and linearity were criticised, and the general consensus was that the game was far more appealing as a rental rather than a purchase.

The Plot:
In the year 2032, humanity has been pushed to the brink of extinction in a war against the malevolent artificial intelligence known as Skynet. After John Connor, the leader of the human Resistance, is killed by a T-850, the Terminator is reprogrammed and sent back in time to protect John’s younger self from an all-new Terminator, the T-X/Terminatrix

Gameplay:
Unlike its predecessor, Terminator 3: The Redemption is a third-person action shooter with a focus on combat, both gun and melee, and chasing and driving sequences. Straight away, the contrast between the two games is thus evident; whereas Terminator 3: Rise of the Machines was a middle of the road first-person shooter that was top-heavy with its content, The Redemption has a far more balanced pace to its narrative and gameplay structure, though it still falls into the same traps of repeating gameplay loops over and over. Once again, you’re placed into the role of the reprogrammed T-850 from the film the game is based on and tasked with clearing a number of missions across four chapters, though this time you’re afforded unlimited ammunition by default and there’s no division between the shooting and melee sections. The game’s controls can be configured to your liking and this aspect is nicely weaved into the story; by default, the Terminator can take command of turrets and cannons or leap to other vehicles with Triangle (oddly labelled “acquire”), activate its trademark red-hued vision to identify allies and other targets for a limited time with Circle, grab enemies or put the brakes on its current vehicle with Square, and unleash a limited number of combos with X. Different combinations of X and Square will see you pull off various grabs, punches, and slams to the T-900s that cross your path. While I rarely found myself relying on the hand-to-hand combat, it’s a quick way to take out enemies compared to just blasting them and you’ll be using X to shoot, toss, and kick Terminators off your vehicle or into your line of fire when you’re at a turret. The Terminator can fire its current weapon with R1 and reload with R2 (though I found no practical use for this), L1 fires an alternate shot (usually allowing you to dual-wield or fire a charged plasma shot or missile), and, in an inexplicably confusing addition, L2 allows you to control the quips and one-liners the Terminator’s says by functioning as a dedicated “speak” button. Finally, the Select button switches between camera angles, pressing in the right stick allows you to switch targets, and you won’t need to worry about pressing a button to accelerate when in a vehicle as you simply use the left stick to move about.

Run around blasting Skynet’s forces or give chase on a variety of vehicles in this action-heavy title.

Terminator 3: The Redemption also includes a very rudimentary upgrade system; by destroying enemies and clearing missions, you’re awarded Terabytes (TB), and you’ll receive more TB for clearing missions quickly, something you can track with the game’s heads-up display (HUD). TB allows you to upgrade the Terminator’s recharge time (though I’m not sure what that means…) and the length, damage, and charge of its thermal vision, none of which I found to be particularly useful; TB also unlocks bonuses in the game’s ‘Extras’ menu. By pausing the game, you can review the Terminator’s combos, trade TB for other upgrades, and review your mission objectives, which are provided before the start of each chapter. Within the first few missions, though, you’ll have experienced everything The Redemption has to offer: typically, you’re tasked with following a linear path, gunning down the same mechanical enemies in waves either with your weapons, combos, or turrets. Then, you’ll either jump onto the back of a jeep or a Future Killer/FK Tank and chase down some kind of target, blasting at its engines and other enemies and “acquiring” replacement vehicles when your health is running low. Sometimes, these sections see the vehicle racing towards the screen and you blasting at pursuing enemies and switching lanes with the left stick but, generally, you’re bombing along through wrecked highways and streets. Next, you’ll be prompted to jump to a circling helicopter and blasting at targets with a mini gun or rocket launcher in a kind of auto/rail shooter section, and maybe you’ll be tasked with chasing down the T-X in a ridiculously outclassed vehicle with no indication of how far away it is except for an ever-decreasing reticule and a countdown showing you how close you are to imminent failure. These latter sections are by far the worst parts of the game; the T-X rockets away in a supped-up sports car, leaving you to dodge hazards and pursing police cars, taking shortcuts through dirt roads, fling over trains, and through power plants and scrapyards in a desperate bid to catch up only to be met with failure again and again because you snagged a part of the environment or couldn’t tell where you needed to go. Failure in a mission means restarted all over again from the beginning; there are no checkpoints here and the only way to replenish the Terminator’s health is to find “charge points”, which basically goes against my ingrained gaming experience that tells me to stay away from raging blasts of electrical current.

Some missions are needlessly frustrating and include an aggravating difficulty curve.

I opened this review by saying the game’s pace is improved over its predecessor and that is technically true; some missions are shorter or longer than others but it’s nowhere near as unbalanced as in the last game, but it’s still not great to experience. Often, your objectives are somewhat vague and it’s not clear that you are racing against a time limit or have a limited window of success; you’ll be racing along, taking ramps and desperately trying to stay on higher paths on your slippery FK Tank blasting at a Skynet carrier and then suddenly be met with a mission failure screen because it got “out of range”. Similarly, when John Connor and Kate Brewster drive a plane through aircraft hangers and runways trying to get to Crystal Peak, you need to fend off the T1 tanks and proto-FK drones (and, bizarrely, T-600s) attacking their craft and it can get very chaotic very quickly if you don’t keep an eye on the plane’s health bar. There are two missions where you’re racing around a cemetery in a hearse; one sees you driving around in a circuit shooting the T-X away when it attacks and trying to ram into a Special Weapons and Tactics (S.W.A.T.) van, which you do by taking alternate paths on the circuit. The other mission sees you driving along the freeway as the T-X drops onto the wrecked hearse; you need to shoot it with X and then use the brake, power slide (also Square), and environment to shake it off until the mission just ends. There’s also a couple of missions where you’re flying along on a hijacked FK Hover, frantically dodging pipes, pistons, and fans and shooting at bombs and other targets; you won’t know not to venture down the wrong path until you make a split-second decision to take a lower path only to be met with immediate failure as your temperature gets too high. Overall, the game is far more action-packed than its predecessor, with a lot more variety crammed into its gameplay, but it relies far too much on repeating the same gameplay loops and the difficulty of some missions is absolutely unforgiving; this may explain why The Redemption lacks the traditional difficulty settings as the game is already pretty tough to get through at times.

Graphics and Sound:  
Initially, I was again surprised by how good Terminator 3: The Redemption looks; since it retells the events prior to and during the film in its own way, it again relies on CG cutscenes to relay its story and, for the most part, these look pretty good. The game rarely uses the janky, marionette-like in-game graphics for cutscenes, which is good, and the CG scenes often recreate, recontextualise, or bleed into scenes from the movie, with The Redemption being much smarter about which movie clips it uses and when (it even includes the film’s actual ending this time), though again it does use these to skip over large parts of the story in different ways. For example we see a truncated version of the Terminator’s rescue of John and Kate at the vets, their visit to the cemetery, and Skynet’s rampage through Cyber Research Systems (CRS) but we don’t get to play these moments; instead, we’re dropped in after they’ve occurred, which is fine as the focus is generally on action-oriented gameplay but it again smacks of a rushed production as the game skips over plot points that were pivotal to the movie’s story. Additionally, The Redemption suffers a bit in the music and sound department; the iconic Terminator theme is largely absent, though the game makes a big show of including George Thorogood and the Destroyers’ “Bad to the Bone”, playing not just in the scene where the Terminator takes the stripper’s clothes but also over the end credits. While Arnold Schwarzenegger, Nick Stahl, and Kristanna Loken all provide what can generously be called their likenesses (the CG cutscenes do not do them justice at all), none of them return to voice their characters, with the Terminator’s Arnold soundalike sound particularly awful.

The game looks pretty good and does a better job of recreating, and deviating, from the film than its predecessor.

Otherwise, the in-game graphics are pretty good; once again, the highlights are the Future War sections, which are probably the best seen in the series at that point. You’ll battle and race through destroyed streets, airports, and buildings, passing the remains of the Hollywood sign, wrecked skyscrapers, and war-torn streets as dark (and, at one point, red) clouds loom ominously overheard lit up by lightning flashes. This is starkly contrasted by the mechanical precision of Skynet’s bases, such as the Time Displacement Chamber, which is now a heavily fortified complex full of tunnels, reactors, and sprawling corridors. Once the Terminator is sent back through time, you’ll spend a bit of time racing through the desert highways outside San Francisco, recreate the Terminator’s chase to and away from the T-X’s crane truck through the bustling city streets, battle through the airport to get John and Kate to safety, and again make your final stand at the Crystal Peak outpost. Similar to how the last game included a flashback to the Future War in the middle of the movie’s events, The Redemption briefly derails its story by having the T-X send the Terminator to an alternate future using a particle accelerator; in this even bleaker, more nightmarish timeline, John and Kate are dead and the Terminator must make its way back to the past by commandeering a gigantic FK Titan, rolling over T-900s and blasting towers and buildings with its cannons, before bringing down an equally huge aircraft carrier amidst the tumultuous skies. Sadly, as detailed and impressive as many of the game’s environments are, I did notice a fair amount of graphical pop-up and, of course, you have to deal with the PlayStation 2’s noticeable load times.

Enemies and Bosses:
As ever, you’ll be battling against the marauding forces of Skynet for the majority of The Redemption. T-900 endoskeletons, now redesigned into something a little more familiar to the classic Terminator design, litter the post-apocalyptic wasteland of the future; not only do they fire the iconic phase plasma rifles, but they can also crawl along the floor to grab at your feet after being separated from their torsos, though they’re noticeably much easier to destroy than in the last game. FK Hovers and FK Tanks also crop up, blasting at you incessantly, though you can commandeer the latter and make liberal use of turrets for the former, which is usually essential when Skynet’s forces attack in waves. When you travel to the past, you’ll have to contend with police cars and S.W.A.T. offers chasing and shooting at you, but these are brief distractions that only pop up in a couple of missions; as in the film, the Terminator is forbidden to kill these people but, unlike in the last game, it seems The Redemption is content to throw up a notification that you’ve not taken a human life rather than end your mission if you’ve been too trigger happy. CRS’s proto-Terminator machines also become an obstacle, with drones and those awesome T1 Tanks attacking you and your allies, and you’ll also need to fend off and destroy the vehicles that the T-X sends your way using its nanotechnology.

While the game shines in big, action-packed sequences, the T-X encounters are finnicky and unfulfilling.

As in the last game, however, boss battles are so few and far between in The Redemption that they may as well not even be a thing. Typically, you’ll need to chase after and destroy or disable a large target, be it a Skynet control module, an FK Bomber, or attacking the engines of a massive FK Carrier. Tougher machines more akin to the aerial Hunter Killers (HKs) also pop up here and there, requiring you to target their engines to bring them down, and larger mechs sporting plasma cannons and flamethrowers await on the FK Carrier but these are treated more like harder enemies rather than boss battles. There is a point where you need to take on an indestructible FK Guardian to return to the past, though you’re simply stomping around on your own Guardian and firing proximity beams at the machines to accomplish this. Your most persistent foe is, of course, the T-X, who you encounter multiple times but only face in a one-on-one situation in the finale. The first encounter sees you frantically taking every shortcut possible to try and intercept the T-X before it reaches John and Kate; then you’re fending off its nano-controlled vehicles to blow out the tyres on its crane truck, before desperately trying to blast it and the crane’s controls as it pursues you, which is an extremely finnicky mission. The T-X attacks Kate when she’s in a S.W.A.T. van and repeatedly jumps to your wrecked hearse during the cemetery missions but it’s easily fended off with a few shots and trips into a wall, before it attacks using a Harrier jet as John and Kate are escaping CRS. Here, it fires plasma blasts and a barrage of missiles but it’s not too taxing to shoot these out of the sky and blast away until it’s sent crashing out of the sky. Finally, the T-X endoskeleton and the battle-damaged T-850 square off at Crystal Peak; this time, though, the T-X is completely indestructible and your goal is to destroy the jeeps, helicopters, and tank guns it commands to attack John and Kate as they open blast doors. You can shoot the door panels to slow it down but, if it gets too close to them, it’ll fry them alive and any vehicles you don’t destroy will slow down their progress so you can’t make too many mistakes. Even if you succeed, you then need to blast at the guns it takes over to slow it down so you can slowly hobble over to it and finish it off in a cutscene, which can also be difficult as your only direction is “Acquire T-X”, which could literally mean anything.

Power-Ups and Bonuses:
Terminator 3: The Redemption is one of the strangest third-person games I’ve ever played. Your weapons have unlimited ammunition, so you never need to pick up ammo or ammo crates, and the only way you can heal is to find electrical charge points, so there are no fuel cells or health kits. Defeated enemies thus don’t drop anything and only award TB, but this also means that you can’t acquire or switch weapons as you play. Instead, the Terminator is given specific weapons for each mission, generally a phase plasma rifle in the Future War and a shotgun or machine gun in the past, though you also get to use a grenade launcher and chain gun. You can “acquire” vehicles and turrets, however, which sport more entertaining weaponry; TK Tanks haver laser cannons that also unleash an energy pulse, the more powerful (but also slipperier) TK Vipers have even more explosive armaments, and you can make liberal use of the gigantic cannons and turrets on the TK Carrier, TK Titan, and TK Bomber to absolutely demolish both enemies and the environment, which is where the game is at its most fun.

Additional Features:
As mentioned, playing through the story and acquiring TB will automatically unlock bonuses in the ‘Extras’ menu; these range from a few movie clips and pieces of concept art to a slow-mode, a useless instant death option and the absolutely game-breaking “deathstare” that destroys anything you target. You can also input some button codes while viewing the credits to unlock all of the game’s missions and chapters, grant yourself invincibility, and give yourself all upgrades; there’s no indication that these codes have worked, however, until you return to the main menu or load up a game and, while invincibility is helpful in the game’s tougher sections, it’s not going to help you if you’re too slow to chase down or destroy your targets. Strangely, The Redemption also includes a co-operative mode that changes the game into a two-player rail shooter, which is probably more fun than the standard gameplay to be honest. Otherwise, there’s nothing else on offer here; you can replay any mission from the main menu to earn extra points to unlock everything, but there are no other difficulty modes, there isn’t much to unlock, and the game can get so repetitive that it’s not really worth playing through again.

The Summary:
The difference between Terminator 3: The Redemption and Terminator 3: Rise of the Machines is like night and day; it’s clear that the game’s title has a double meaning, referring not just to the reprogrammed cyborg but also Atari’s attempts to make up for their last game and the developers definitely put a lot more effort into The Redemption’s gameplay and variety. I really appreciated the fast-paced, action-packed moments of The Redemption; the Terminator feels like an unstoppable force as it mows down Skynet’s mechanical minions and commandeers vehicles to lay waste to even more, and the game is at its best in big, action-oriented shooting sections. The addition of a melee system was nicely implemented in the rare cases when things get up close and personal, but could easily have been replaced by a one button counter system; similarly, I’m not sure what the purpose of the upgrade system was since it barely affected my gameplay experience. Sadly, it’s not perfect; the chase sequences were awful at times and the game really doesn’t make it clear what you’re supposed to do in a lot of its sections, resulting in unnecessary failure, made all the worse by the lack of checkpoints. In the end, it’s clearly the superior of the two PlayStation 2 Terminator 3 games but not by much; there’s still plenty here to turn you off and, again, there are far better third-person action/shooters out there. Ironically, I feel like a combination of both games could’ve resulted in something a bit more enjoyable; combined first-person sequences with third-person moments and the best parts of each game could’ve been the key but, instead, we’re left with two lacklustre tie-ins to an awful Terminator movie. If you put a gun to my head and made me pick which I prefer, it’d be this one, but I won’t be playing it ever again so that’s not much of a compliment.

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you ever played Terminator 3: The Redemption? If so, did you prefer it compared to the previous adaptation? Which of the game’s missions was your favourite? Did you enjoy the fast-paced action of the game? Were you disappointed by the lack of weapons and bosses? Did you also struggle in the chase sequences? What did you think to the change in the story part-way through? Which parts of the game frustrated you the most? What’s your favourite Terminator videogame and how are you celebrating Judgement Day this year? Whatever your thoughts on Terminator 3, and the Terminator franchise, feel free to leave a reply down below or drop a comment on my social media.

Game Corner: Terminator 3: Rise of the Machines (PlayStation 2)

Released: 11 November 2003
Developer: Black Ops Entertainment
Also Available For: Game Boy Advance, Mobile, and Xbox

The Background:
The Terminator franchise (Various, 1984 to 2019) has quite a long history with videogame adaptations; every film in the franchise has been adapted to at least one videogame over the years and the franchise even crossed over with RoboCop (Verhoeven, 1987) back in the day. Considering the rigmarole that went into getting a third film off the ground, and the fact that big-budget movies were generally always accompanied by a videogame tie-in during this time, it’s perhaps not surprising that Terminator 3: Rise of the Machines (Mostow, 2003) was accompanied by not one, but three videogame adaptations to help push the film towards its $433.4 million box office. After acquiring the licensing rights, Atari set Black Ops Entertainment to work on the PlayStation 2 and Xbox versions of the game, and worked closely with special effects maestro Stan Winston and star Arnold Schwarzenegger to design the game’s visual aesthetic and narrative aspects. Although Terminator 3: Rise of the Machines garnered generally favourable reviews, critics felt that it was a rushed, bug-ridden, and graphically inferior title that relied too heavily on its license rather than offering a challenging and entertaining gameplay experience.

The Plot:
In the post-apocalyptic future, where humanity wages war against the malicious Skynet and its robotic Terminators, Kate Brewster reprograms one of their infiltrator units to help storm the Time Displacement Chamber. Realising that a new Terminator, the T-X/Terminatrix, has been sent back to kill future leader John Connor, Kate sends the Terminator back to ensure the ultimate victory of the human race.

Gameplay:
Terminator 3: Rise of the Machines is a first-person shooter (FPS) in which players are placed into the role of the titular Terminator, the T-850 model portrayed by Arnold Schwarzenegger in the dire movie of the same name, and tasked with defending and ensuring the future of humanity across twenty-two missions, with the majority of the game’s action taking place in the post-apocalyptic wasteland of the Future War. The game’s controls are fully customisable to suit your needs, but the default settings work well enough and same pretty standard for an FPS title: the left stick moves you about, the right is used for aiming and strafing, and the R1 and R2 triggers fire your weapon’s primary and secondary functions, respectively (with most weapon’s secondary function being a melee attack that’s all-but useless until Mission 16, and even then I never used it). L1 allows you to lock onto the nearest target, which greatly aids with the game’s many firefights, while L2 lets you jump, which I also rarely had a use for as the Terminator struggles to clear anything but small debris. Triangle and Circle and left and right on the directional pad (D-pad) allow you to clunkily cycle through your weapons, Square reloads, and X lets you activate switches. You can press in the right stick to display your mission objectives (which are also available from the pause menu), the left stick to centre your view, and perform a 360o turn by double clicking the left stick. Finally, pressing Select switches to the classic red Terminator vision, which lets you see in infrared (useful when smoke clouds the screen), search for ammo, supplies, and targets, and displays your health, ammo, and the weaknesses and status of nearby allies and enemies.

Fend off Skynet’s forces with your weapons and engage with Terminators in clunky one-on-one brawls.

These are the controls you’ll be dealing with for the majority of the game and, for the most part, you’ll be stomping your way through war-torn wastelands and environments from the third film, blasting at Skynet’s forces and activating the odd switch here and there to progress further. However, Terminator 3 has a second gameplay style that’s exclusively used in boss battles; here, the game switches to a 2.5D brawler and has you awkwardly exchanging blows and throws with other Terminators. In these moments, the controls change functions: Triangle sees the Terminator kick at its foe, X throws a punch, Circle will throw them, and you can hold down Square to block. Sequential presses of Triangle and X will unleash limited combo attacks and pressing X or Circle in conjunction with D-pad inputs will allow you to perform stronger strikes or different throws, and you can also perform a dash attack by double tapping towards your opponent. Sadly, these sections aren’t very compelling and simply serve to showcase how awkward Terminator-on-Terminator fights can be, and this is also the extent of the gameplay variety. It seems at a couple of points like you might partake in some driving or chase sequences but that isn’t the case. Instead, you’ll just be wandering about turning Skynet’s forces into junk and exchanging blows with other cyborg foes and the game rarely demands too much from you. Terminator 3 tries to make navigation easier with an onscreen radar that points you in the direction of your current objective, but it doesn’t display anything else (like allies, enemies, or pick-ups); you can view a larger, more useful map from the pause screen, but you can’t move while looking at it, making it functionally useless. While mission objectives aren’t too taxing and generally amount to clearing out all enemies, locating allies, throwing switches, or destroying consoles, it can be difficult to figure out where you’re supposed to go or how you’re meant to progress as the environments are quite bland, confusing, and your objectives aren’t always readily understandable as you’re not given much direction.

Mission objectives don’t get too complex until you’re forced to spare human lives.

By this, I mean you’re occasionally asked to destroy all Skynet forces; this objective pops up when you enter a new area, so you might think you just need to clear out the machines stationed there, but the objective is actually to destroy all machines in the level, meaning you have to backtrack to hunt down any enemies that passed you by prior to getting that objective. Sometimes, you’re given a time limit to complete objectives, such as escaping areas before they explode; this can be tricky as it’s not always clear where your escape route is, and the Terminator’s jump is so janky that it’s easy to get stuck on the subway tracks and fail that particular mission a few times before you figure out how to jump up and throw the switches needed to escape. Other times, you can commandeer a laser turret to mow down waves of Terminators, Future Killer/F/K tanks and flying machines, or Skynet’s transport carriers. In some instances, you need to use heavier weaponry to blast through walls; other times, you need to re-route power to elevators or destroy consoles and tubes to disable security systems and keep Terminators from spawning, activate switches to extend bridges, destroy Skynet’s turrets and refuelling stations, or defend Resistance fighters as they escape to safety or bring down defensive systems. One mission flashes back to prior to the opening mission and has you controlling the T-850 as it mows down Resistance fighters, destroys their cannons, and infiltrates their base alongside other Terminators, though sadly its confrontation with John is relegated to a cutscene. Once you hit Mission 13, you’ll find yourself in the past and actually playing through key moments from the movie; missions become shorter and far less focused on gunfire and destruction as you need to rescue and protect John and Kate from local authorities and the T-X. When in the past, the Terminator has different weapons on hand and will fail its mission if it kills even one person, so you can’t just go in all-guns blazing any more. You’ll also need to keep an eye on John and Kate’s health bars, run around finding the parts necessary to repair a helicopter, find access cards, and battle past rampaging proto-Terminators to acquire access codes and such.

Graphics and Sound:  
I was surprised to find that, for the most part, Terminator 3 doesn’t look too bad; PlayStation 2 games, particularly licensed ones, tend to look a little janky and suffer from long load times but, while the latter is true of Terminator 3, the former isn’t and the game does a decent job of recreating the post-apocalyptic Future War of the Terminator films, locations and characters from the movie, and with its overall presentation. One feature I did like as that the game’s environments suffer damage from bullets, laser blasts, and explosions; it’s nothing ground-breaking and isn’t used all that much, but it’s cool to see blast marks and burns from combat and helps to make the world a little more immersive, though you cannot kill your allies so this kind of dispels those efforts. While you only see the Terminator in cutscenes, it resembles Arnold and has a couple of different looks depending on which time zone you’re in; when you stand idle for a bit, the Terminator will play with its gun, the game has reload animations, and the Terminator offers commentary when picking up items, eliminating targets, or completing objectives. Arnold lends his likeness and his voice to the title, which the game inexplicably tries to sell as the “first time” this has ever happened despite Arnold’s T-800 being playable in all of the Terminator 2: Judgment Day (Cameron, 1991) videogames; while it seems as though Nick Stahl also voices John, it certainly doesn’t sound like Claire Danes came back to voice Kate, and the T-X is rendered completely mute throughout the game.

Although dated, the game doesn’t look too bad, though suffers from graphical repetition.

While Terminator 3 faithfully recreates the dire wreckage of the Future War, this doesn’t necessarily lend itself to a visually enthralling gameplay experience. Everything is suitably dishevelled, destroyed, and bleak, with skyscrapers sporting gaping holes, playgrounds, petrol stations, and buildings reduced to ashen rubble, debris strewn everywhere, and ominous dark clouds broiling overhead. However, it’s very easy to get lost in such a dark and drab environment; even navigating the sewers or the Resistance bases and hovels, which are ripped right out of The Terminator (ibid, 1984) can be a bit of a chore as everything looks the same and it’s no joke when you have to backtrack to hunt down a switch or missed Terminator to destroy. Enemies also leave a lot to be desired, with the Terminators sporting weird colour schemes and appearing quite different to the classic endoskeleton, though Skynet’s headquarters and the Time Displacement Chamber help to break up the dark visuals of the main game. Once you’re in the past, you’ll visit key areas from the movie, such as the vet where Kate works, battling the T-X atop the crane truck, the Cyber Research lab, the cemetery, and Crystal Peak but these missions are so short and end so abruptly that you don’t get too much time to take in their visuals. The game does feature the iconic Terminator theme, more so than the movie it’s based on, and includes clips from the movie as cutscenes, though these rapidly skip over huge chunks of the story, potentially interesting gameplay sections, and cause the game’s last few missions to feel rushed, incomplete, and inconsequential compared to the Future War sections. Other times, CG cutscenes advance the story or recreate the movie’s ending, with elements from the film slightly altered as a result, and these hold up pretty well, certainly much better than the marionette-like in-game graphics of other cutscenes.

Enemies and Bosses:
Since you’re playing as the reprogrammed Terminator, your primary enemies in this game will be the forces of Skynet, which run rampant in the Future War and sport laser armaments. Your most common enemies will be other Terminators, the T-900s, which appear as endoskeletons sporting either a green, yellow, or red colour scheme that indicates their strength and the weapons they’re carrying. Green are the weakest, yellow are a bit tougher and wield two guns, and red are the toughest and carry Skynet Assault Cannons; however, I found all of the T-900s to be surprisingly tough to put down, even with the game’s stronger weapons, and they’re quite resistant to small-arms fire and even explosives. The F/K series is comprised of small, medium, and larger aircrafts and tanks not unlike the more traditional Hunter-Killer/HK machines seen in the first two Terminator movies; while your faster or more powerful weapons are your best bet to destroy these, you might want to make use of nearby turrets for the larger variants. Skynet also employs turrets, both on the ground and on the ceiling, spider-like rovers, and you’ll encounter the larger tanks seen in the movie while in Cyber Research labs. At one point, you’ll be mowing down Resistance forces, who are much easier to kill than their mechanical enemies and, when you initially travel to the past, you’ll also have to fend off local police and Special Weapons and Tactics (S.W.A.T.) officers. These guys wield pistols, shotguns, and machine guns and, if you shoot at them too much and kill even one, the mission is over. Similarly, if they kill either John or Kate, the mission also fails so you need to be sure only to injure them enough for them to surrender or run away and blow up their vehicles to cause them to scatter.

The game’s handful of bosses are limited to this awkward brawling gameplay.

Boss battles are disappointingly limited in Terminator 3; F/K machines are often positioned as mini bosses, of sorts, requiring you to take out Skynet’s larger aircraft, tanks, and transports using heavier machinery or a nearby turret, but you won’t be taking on a gigantic HK tank or aircraft like in other Terminator games. Hell, even the Time Displacement Chamber is protected only by Skynet’s standard forces rather than an actual defensive grid, meaning you generally have to settle for eliminating the same enemies over and over until the mission ends. When you do get to a legitimate boss battle, the game switches to its clunky and unfulfilling 2.5D combat perspective and forces you to engage in an awkward fist fight; the first time you do this, it’s against a fellow infiltrator unit that demonstrates the same limited attacks as you. It’ll block, throw kicks and punches at you, and toss you about with various slams, all while taking on battle damage as you whittle down its health bar. It’s not until about eight missions later that you get to face another boss in a similar fashion, and this is the first of four encounters with the T-X. Each one takes place in a different area and the T-X gains additional attacks in each encounter and is even reduced to its endoskeleton in the final battle at Crystal Peak. The T-X is easily the toughest foe in the game; faster and with more diverse attacks than you, it’s easy to get caught in a combo as she kicks, punches, and slams you through walls. The T-X can perform spinning kicks, slam you off the environment, fire an energy blast, stomp your face into the ground, send a shock through your system by piercing your head, and even blast you in the face with her flamethrower arm. However, as long as you throw your guard up and mash the attack buttons, landing throws when you can, you can triumph without too much effort, though you never get the pleasure of a satisfactory conclusion as all of these encounters end with the two clumsily locked in a grapple while the game loads the next cutscene or oddly placed movie clip.

Power-Ups and Bonuses:
Terminator 3 is an FPS title, so naturally there’s a fair amount to pick up and use in the game. You can carry multiple weapons at once, though there’s no option to dual-wield any of them and there’s a long and annoying delay when switching weapons. The Terminator can fight with its bare hands, but that’s not really recommended, and has access to a variety of explosive projectiles, including grenades, C4, and even its own hydrogen fuel cell that is often used to open up new paths. There are nineteen weapons on offer here, with different weapons being used in the past and the future (eight in the past and eleven in the future), and you should recognise some of them from the films. You’ve got a pump-action shotgun, a gas powered grenade launcher, and a mini gun, just like in the second film, but also a rocket launcher and .30 cal machine gun as in Terminator 3. The best and flashiest weapons are in the Future War sections, where you wield phase plasma rifles, lightning guns, electromagnetic pulse weapons, mini rocket launchers, and the Skynet Assault Cannon. Unfortunately, none of the weapons really impressed me; there’s a wide variety but none of them have any real “kick” to them. Many feel next to useless, have long reload times, or carry limited ammunition, though it is fun discovering secondary fire functions, such as charged or electrical projectiles. Naturally, you can also find ammo boxes strewn around the environment and enemies will drop weapons and ammo; fuel cells will also replenish your health and you can even find extra continues here and there, though I’m not sure of their use as the game simply forces you to restart a mission upon failure so these seem redundant to me.

Additional Features:
As you complete Terminator 3’s missions, you’ll unlock a number of items in game’s ‘Special Features’ menu; these include concept art, movie scenes, CG cutscenes, movie clips, and behind the scenes videos. None of it is all that interesting, especially if you’ve watched the behind the scenes features of the movie, but it’s nice to see your efforts rewarded at the end of every mission. While exploration generally leads you to ammo or health, there are two classic Atari arcade cabinets to find throughout the game, Missile Command (Atari, 1980) and Centipede (ibid, 1981), which you can then play at any time in the Special Features. Terminator 3 has three difficulty settings (Easy, Normal, and Hard), with the strength and accuracy of the game’s enemies increasing on higher difficulties, but it doesn’t seem as though the game’s unlockables are tied to the harder difficulty modes. Once you finish the game, you can replay any mission, though there’s not much incentive for this unless you missed one of those arcade games or want to beat it on a higher difficulty. There’s no multiplayer component here either, though you can make use of some super helpful cheat codes to grant yourself invincibility, infinite ammo, all weapons, and to unlock all missions, among other bonuses.

The Summary:
Expectations are always low for videogame adaptations of movies, and the Terminator franchise has struggled a little when it comes to being translated into a gaming experience, but Terminator 3: Rise of the Machines ended up being a strictly mediocre time. In some areas, it performs surprisingly well; having Arnold’s voice and likeness ends a level of legitimacy to the game, as does the Terminator theme and some surprisingly detailed recreations of locations and environments from the movie, but all the presentation in the world means nothing if the gameplay isn’t compelling. This is where Terminator 3 falters; it’s little more than a bog-standard FPS title with the Terminator branding slapped onto it; there are certainly better FPS titles on the PlayStation 2, and even on prior console generations, so there’s not much incentive to play Terminator 3 over one of those. The implementation of brawling sections is certainly ambitious, but the execution is clunky and unfulfilling. Similarly, the decision to focus most of the game on Future War sections rather than the events of the film results in a very rushed presentation near the end; missions in the past are ridiculously short, the use of movie clips to skip over the story smacks of laziness, and the lack of interesting machines to fight or bosses to battle really hurts the game’s replayability. In the end, if I’m being fair, it’s certainly not the worst game out there but the ingredients were there for a slightly more enjoyable time and this just ended up phoning it in way too much for me to really recommend it.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played Terminator 3: Rise of the Machines? If so, did you enjoy it? Which of the game’s weapons was your favourite? Did you enjoy that most of the game was set in the Future War or were you annoyed that it didn’t more directly adapt the events of the movie? Were you disappointed by the lack of bosses and what did you think to the combat sections? Did Arnold Schwarzenegger’s likeness help sell you on this game and, if not, what is your favourite Terminator videogame? How are you celebrating Judgement Day later this month and which Terminator movie is your favourite? Whatever your thoughts on Terminator 3, and the Terminator franchise, feel free to leave a reply down below or drop a comment on my social media.

Game Corner: Streets of Rage 3 (Xbox 360)

Released: 30 May 2012
Originally Released: 17 March 1994
Developer: M2
Original Developers: Ancient and SEGA
Also Available For: GameCube, Mega Drive, Nintendo Wii, PC, PlayStation 2, PlayStation 3, PlayStation 4, PlayStation 5, SEGA Mega Drive Mini 2, Steam, Xbox One, Xbox Series S/X

The Background:
Since sidescrolling beat-‘em-ups were popular in both arcades and home consoles back in the day thanks to the likes of Double Dragon (Technōs Japan, 1987) and Final Fight (Capcom, 1989), Noriyoshi Ohba and his small team of developers were smart to create the Bare Knuckle Streets of Rage series (SEGA, 1991 to 1994), which was initially exclusive to SEGA’s home consoles. Streets of Rage (ibid, 1991) was incredibly popular and highly praised, and the sequel was even more lauded for its many graphical and gameplay improvements. A bigger, even more improved third entry soon followed; originally, Streets of Rage 3 included motorcycle stages, which can still be played through hacking, and the game featured far more regional differences than its predecessors, including a reworked plot, recoloured sprites, less provocative enemy sprites, and the entire removal of a potentially offensive miniboss. Despite these alterations, Streets of Rage 3 was as highly praised as its predecessors; while the graphics and gameplay were seen as the best in the series so far, reviews did criticise the soundtrack, difficulty, and the stale nature of the franchise despite the new features. While we wouldn’t see another game for nearly thirty years, Streets of Rage 3 was re-released and ported to other consoles over the years before it, and its predecessors, were brought to the Xbox 360 as part of the SEGA Vintage Collection, with this version including modern quality of life perks like save files, a replay feature, and other bonus content.

The Plot:
Following his two previous defeats, Mr. X establishes the RoboCy Corporation and begins creating robots to replace important city officials and then has his criminal syndicate place bombs all over Wood Oak City! Eager to get revenge against Mr. X for turning him into a cyborg, Doctor Gilbert Zan contacts former police officers Axel Stone and Blaze Fielding and their young ally, Eddie “Skate” Hunter, and joins them in bringing down the syndicate once and for all!

Gameplay:
In keeping with the style of the series so far, Streets of Rage 3 is a sidescrolling 2D beat-‘em-up that lets players pick from one (or two, if you’re playing with a friend) of four playable characters and hit the mean streets of Wood Oak City one more time to take out a whole new batch of thugs across seven levels (referred to in-game as “Stages”). Just like last time, the game supports two-player co-op and a friend can jump in at any time, but there are now only three difficulty settings to pick from (“Easy”, “Normal”, and “Hard”). Not only that, but you won’t get to experience the full game if you play on “Easy” as the game will end at Stage 5 in this mode, meaning you need to play on at least “Normal” to have a shot at completing the whole game and even then this mode is notable harder than in the Japanese release. You can still manually set your stock of lives from the “Options” menu, however, and switch to another character after exhausting all of your lives and continues (of which you have three on “Normal”). Unlike the last two games, Streets of Rage 3 drops the time limit (with the exception of Stage 6 and the final boss), and the game is bigger and more fluid than ever. The control scheme, while fundamentally the same, has been expanded to include six-button control options, and is once again fully customisable in both the in-game menu and SEGA Vintage Collection settings. By default, A launches a combination of punches and kicks (and this can be set to rapid fire mode so you can simply hold down the button to pummel enemies), B lets you jump to hit one of three jumping attacks, and X unleashes one of two special moves to clear away groups of enemies at the cost of some health.

Characters are faster and more versatile than ever thanks to increased range of movement and combat options.

You can still perform a rear attack with A and B together (or assigning this to X, like I did) for better crowd control. You can also assign an “X Attack” (which appears to be a single, powerful attack from your combo) and you can still grab, pummel, toss, and slam enemies when you get close to them (and they can still do this to you, and can even perform co-op attacks and steal health items!) Streets of Rage 3 shakes up the roster once more; although Adam Hunter is still unplayable, he does make appearances in the game’s cutscenes, and lumbering oaf Max Thunder has been replaced by the cybernetic Zan. Axel, Blaze, Zan, and Skate continue to share the same basic attacks and controls and each again boast different skills according to five attributes (Power, Technique, Speed, Jump, and Reach). You can also see their height and weight listed in the character select screen, though I don’t think this really affects how the characters play; the other attributes certainly do, though, with Axel again being more of an all-rounder, Skate being the smallest, weakest, and fastest, and Zan having the best reach and able to zoom around on his rocket shoes but at the cost of having a shit jump and turning weapons into projectile attacks. As in the last game, each character is further separated by their different special attacks; Axel can still perform his flaming “Bare Knuckle” uppercut and spinning flaming fist, but Zan can electrocute enemies on contact and you can quickly pummel enemies with Blaze and Skate’s faster (but weaker) attacks. This time around, though, the game features a rechargeable meter; when full, your special attacks will be at their most powerful and won’t cost you any energy, and you’ll also gain a star under your life bar after accumulating high enough scores that will further power-up your special attacks. Every character can now not only dash ahead and perform a running attack (which also benefits from the star power-ups) but they can also vertically dodge out of the way with double taps of up or down, which is extremely handy when dealing with large groups of enemies.

Gameplay is given some much-needed, if frustrating, variety thanks to some timed sections.

If you’ve played either of the previous games (or any sidescrolling beat-‘em-up) then you’ll be acutely aware that your primary goal is to travel from the left side of the screen to the right dispatching enemies and smashing crates and such for objects and power-ups. Like the last game, each Stage is made up of multiple screens and areas, with transitions taking place to show characters smashing through doors or the time of day changing, and you’ll still be able to earn extra lives by adding to your score tally (with bonus points continuing to be awarded at the end of each Stage). Stages don’t seem as long as the last game, however, though each screen is longer, if that makes sense? You seem to spend more time in less screens, basically, and the game seems a little tougher this time around; I only found one 1-Up pick-up in my entire “Normal” mode playthrough and the sheer amount and variety of enemies onscreen can get a little frustrating. Enemies continue to be “shy” and linger offscreen, while also dropping down from the sky, emerging from the shadows, leaping from storage containers, hopping in from speedboats, and popping out from behind bushes to attack you, and it’s much easier to get surrounded by goons this time around. Not only that, but Streets of Rage 3 features the return of stage hazards; bottomless pits make a return in Stage 3 (though, thankfully, they’re not an instant-kill trap this time), barrels drop down from above, wind pushes you back, rising (and horizontal) platforms and elevator sections see you trapped with wave-upon-wave of enemies or tossing them to their doom, conveyor belts make movement and combat sluggish in Stage 7, and you’ll even have to dodge snare traps and laser turrets (though these can damage enemies, too). There’s actually a bit of gameplay variety thrown in here, too; not only do some Stages see you going to the left for a change, but you’ll need to smash through cinder blocks while fending off a digger machine in Stage 3, dodge hazards that fly at you along underground railroad tracks in Stage 4, and face a time limit in Stage 6. This is easily the most complex Stage in the game; you have fifty in-game seconds to clear out enemies, using an elevator to visit different floors, and destroy two control consoles before a lethal gas is emitted. If you take too long, the gas will not only whittle down your health, but cause the death of the captive police chief, Ivan Petrov, which will change the game’s ending accordingly.

Graphics and Sound:
I have to say that, while I enjoyed some of the tracks featured in Streets of Rage 3, the soundtrack is probably the weakest in the trilogy; Stages are punctuated by a thumping, techno beat that is just as likely to be catchy as it is a mess of garbled noise. The links to The Revenge of Shinobi (SEGA, 1989) continue to be found within the game, as well; while the cutscenes finally feature a unique font for the game, Revenge of Shinobi font, sound effects, and melodies are still found throughout (though, at this point, they’re probably more associated with this series of games so I can forgive it). The game’s presentation is better than ever; sprites are larger and more detailed (with Axel, Blaze, and Skate sporting new colour palettes) and enemies are more varied; while skin-heads, dominatrixes, and denim-clad goons still dog your progress, a whole bunch of new enemies are featured, each sporting a name and a health bar. Some even boast a life count of their own, which generally gives you a better indication of how tough the enemy is and how many tiers their health meter has, and weapons also sport their own health meters now and will break after consecutive use.

While the music’s a bit of a mess, the visual presentation and variety is the best in the trilogy.

The environments are the biggest, most varied, and most detailed in the series yet, however. Little touches like chains shaking when you slam enemies to the ground, day turning to dusk, cats peeking out from bins, and wind blowing lanterns and rubbish about really help to make every Stage feel alive. There’s always a lot to catch your eye on the screen, from bushes rustling to indicate the arrival of a hidden enemy, to a bustling nightclub awash in strobe lights and dancing enemies, to glasses tumbling from bars, an aquarium in the background of the Stage 2 boss fight, and even an elaborate Japanese temple in Stage 5. Stage 5 also features a recreation of the final stage of the last game, once again having you fend off enemies in a rising elevator to Mr. X’s throne room, only this time it’s at night and the fight is notably different from the last two Mr. X boss battles and the big man himself is later revealed to be a brain in a jar within an underground laboratory! Everything is so much more detailed and varied this time around, which makes for an experience that finally captures the arcade-style aesthetic the series was going for with the first game, and this is even more evident in the heavier emphasis on story. Not only is there an introductory and ending cutscene, but cutscenes will also take place during and after certain Stages, with dialogue boxes appearing onscreen and different endings being shown depending on how you beat the final Stages of the game.

Enemies and Bosses:
Although long-time players of the series will be more than familiar with the vast majority of the enemies encountered in Streets of Rage 3, palette swapped variants are much more commonplace and they appear alongside some new additions to Mr. X’s syndicate. Denim-clam thugs, yellow-jacketed punks, skinheads, dominatrixes, bikers, and ninjas all make a return to charge at you with knives, slide at your shins, uppercut you out of the air, crack their whips at you, charge at you on their bikes, and flip about tossing throwing stars at you. Newcomers to the series are “Goldie” (a street thug not unlike Axel who can guard against your attacks), “Soozie” (a punk girl similar to Blaze who can pummel you with slaps and leaps at you with flying kicks), and “Zack” (a bandana-wearing goon who likes to grab you from behind). Rotund firebreathers and belly floppers like Ben Ben also make a comeback (and once again cause you damage when you try to slam them), but you’ll also contend with gun-packing Assassin Agents, jetpack-wearing Rockets, martial arts experts like Tiger, and even robotic, frog-like enemies who hop about, dash at you, fire projectiles at you, or explode and send shrapnel across the screen.

Shiva’s importance depends on which difficulty and region you’re in, though you’ll see a lot of recycled bosses.

Streets of Rage 3 dramatically reduces the amount of sub-bosses you’ll have to face compared to the last game, with only two cropping up this time around; instead, certain regular enemies will receive a palette swap and an extended life bar to act as tougher mid-Stage enemies. Bosses will rarely be accompanied by an endless slew of thugs as well, which is definitely a plus, but three of them are recycled from Streets of Rage II and you’ll notice this right away when you reach the end of Stage 1 and face off with Shiva. Downgraded from a penultimate boss to the first boss of the game, Shiva isn’t quite as difficult as in the last game but still poses a challenge as he’s got a nasty leaping kick that can catch you off-guard after you knock him down. You won’t actually face Shiva in the Japanese version of the game, though; instead, you fight Ash, a stereotypically gay character who slaps you around, dances about, and can slam you to the ground. Both Shiva and Ash can be unlocked as playable characters after defeating them and holding B until the next Stage starts, but only Shiva actually makes a reappearance in the worst ending of the game where he serves as the final boss and is given a significant power boost alongside a new attire. Similarly, you can unlock the boxing kangaroo Roo if you take out his abusive handler, Bruce, in the sub-boss fight of Stage 2, after which you’ll battle the female tag team of Mona and Lisa once more who again prove to be slippery and annoying opponents as they continuously backflip away from your attacks and leap at you with kicks. Another returning boss is Jet, though he’s given a new look; he’s accompanied by Rockets, all of whom share his ability to swoop down at you and grab and slam you, but only Jet can blast you with flames from his thrusters. While you can land combo attacks on these guys, and grab and slam them, it’s still difficult to judge which plane they are on thanks to them constantly hovering about.

There are some tough bosses to contend with so it helps to play with a friend to dish out the damage.

New bosses do appear in Streets of Rage 3, however. At the end of Stage 3, you’ll battle an exact copy of Axel; this duplicate has all of Axel’s abilities and special attacks, but changes colour and bursts into flames as you land hits and is eventually revealed to be a robot imposter upon defeat. One of the hardest bosses is Yamato, an armour-clad samurai who is actually three bosses in one. Each samurai will take it in turns to attack you, slashing across the screen with their katana, duplicating themselves, and performing a diagonal dash attack that can be hard to dodge. When you finally confront Mr. X, the game initially frames the confrontation as being exactly like in the last game but, after dispatching his goons, he’s also revealed to be a robot duplicate. Robot X dashes across the screen on rocket boots, fires at you from a wrist-mounted gun, and even shoots homing missiles at you! You’ll then encounter weaker versions of this boss as regular enemies in Stage 7, which also sees a unique boss battle as you’re placed on a vertical conveyer belt that constantly forces you towards an electrical barrier while Dr. Dahm tries to crush and electrocute you with his mechanical claw arm. While it can be tricky to land hits on this, and time your attacks to avoid being shocked, it’s nothing compared to the final encounter with Mr. X, in which his disembodied brain controls the heavily-armoured Robot Y. This hulking foe is made all the more threatening by its maniac attack patterns; it spins around the place, barely fazed by your attacks, and sports a four-tiered life bar and missiles. Not only can it shrug off your attacks and deliver big damage with its basic strikes, the bastard can even grab you out of the air and deliver a huge slam that can easily drain half your life bar. You’re also given just three in-game minutes to defeat it and get the game’s best ending, making for easily the most challenging boss battle not just in this game but in the entire trilogy.

Power-Ups and Bonuses:
As ever, you’ll find a whole bunch of destructible objects in the game’s Stages for you to smash to uncover apples and roast dinners to restore your health, bags of cash and gold bars to add to your high score, and weapons to use against your enemies. Weapons are a little more diverse this time around, but also notably different; not only do they each have a life bar of their own, as stated, but some are single-use only. Knives, for example, are now thrown by default, as are grenades, though you can throw every weapon with the press of a button. You can grab kunai blades, wooden planks, lead pipes, baseball bats, and swords to attack your enemies, but be warned as enemies can also acquire (and throw) these weapons, and even steal your health items if you’re not fast enough!

Additional Features:
There are four Achievements to earn in Streets of Rage 3, and two additional Achievements as part of playing all three games in the SEGA Vintage Collection. The four specific to this game require you to defeat the robot Axel as Axel, free Roo, save the Chief as Zan, and max out your special attack by acquiring three stars. As in the other two games, each of these (with the exception of the latter) are achieved by playing alone and there are no Achievements for playing alongside a friend, or finishing the game as each character, which remains a disappointment. Streets of Rage 3 has a number of endings that are dictated by your progress in the last two Stages and which difficulty you play; you won’t get Achievements for seeing all of these endings, though, and are required to just beat the game (and the other two) to earn 100G. The “Duel” mode from Streets of Rage II returns; now called “Battle”, this mode lets two players to go head-to-head as one of the four playable characters in a one-on-one fight (but, again, there are no Achievements tied to this). This version of the game comes with the same customisation options as the others, so you can set wallpapers, scan lines, and smoothing, listen to the soundtrack on the jukebox, switch between the Japanese, European, and North American versions of the game, save replays, and use save states to make things easier on yourself. Alongside the usual local and online co-op returns, you can still set a high score on the leaderboard and take on the “Trial” mode, which has you battling towards a high score on different difficulty stages against a time limit or extracting the Chief as fast as possible, with the lives you lose adding to your timer.

The Summary:
The question permeating all these reviews of the Streets of Rage games is: Which is better? Streets of Rage or Final Fight? While the first game fell quite short of matching its arcade counterpart, Streets of Rage II was much closer, and Streets of Rage 3 is right up there with some of the best arcade beat-‘em-ups. Everything about the game is bigger and better than the last two, expanding upon the gameplay and presentation to offer the best Streets of Rage experience yet. Reintegrating elements from the first game, such as stage hazards, and expanding upon the gameplay by removing the time limit but offering some variety in tense sequences that see you fending off a digger or desperately fighting to save the Chief really add to the overall experience and make things less monotonous. On the flip side, and what keeps Streets of Rage 3 from earning my coveted fifth star, the music isn’t as good as in the previous games and the difficulty spike is very noticeably, making for some frustrating moments as enemies have bigger health bars and the time offered to you to complete tasks is so tight that it’s easy to fail and be left with one of the bad endings. The gameplay mechanics have never been better, however; the additional of the power gauge for specials, new control options, and impressively detailed sprite work and backgrounds make the game slick to control and endlessly visually interesting, but the recycled boss battles are a shame, especially considering how much detail was packed into every Stage. Overall, I’d say Streets of Rage 3 is easily the best of the original trilogy, and would recommend it as the go-to title to play and own; bigger, better, with more variety, some fun bonus characters, and different endings to work towards, the only thing holding it back from five stars are a few minor missteps that can make it a little too challenging an experience.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you enjoy Streets of Rage 3? How do you think it compares to the original, its sequels, and other beat-‘em-ups? Did you enjoy Zan’s inclusion or did you stick to a character you were more comfortable with? What did you think to the energy gauge and the recycled bosses from the last games? Have you ever gotten the game’s best ending? Which beat-‘em-up game or franchise is your favourite and why and what is it you enjoy about the genre? To share your memories of Streets of Rage 3, leave a reply below or comment on my social media and be sure to check out my reviews of another classic beat-‘em-up titles.

Game Corner: Streets of Rage II (Xbox 360)

Released: 30 May 2012
Originally Released: 20 December 1992
Developer: M2
Original Developers: Ancient, H.I.C, MNM Software, SEGA, and Shout! Designworks
Also Available For: Arcade, Dreamcast, GameCube, Game Gear, Master System, Mega Drive, Mobile, Nintendo 3DS, Nintendo Switch, Nintendo Wii, PC, PlayStation 2, PlayStation 3, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S/X

The Background:
Sidescrolling beat-‘em-ups were a popular genre in both arcades and home consoles back in the mid-nineties thanks to games like Double Dragon (Technōs Japan, 1987), Final Fight (Capcom, 1989), and Teenage Mutant Ninja Turtles IV: Turtles in Time (Konami, 1992). Noriyoshi Ohba and his small team of developers drew inspiration from this genre to create the first Bare Knuckle Streets of Rage (SEGA, 1991) title, which initially released exclusively on SEGA’s home consoles. Given that Streets of Rage was incredibly popular and highly praised, a sequel was released only a year later; to incorporate new features and improvements over the original release, the developers improved the Mega Drive’s cartridge specifications to allow for larger, more detailed sprites and increased enemy swarms. Ayano Koshiro designed and coded the new characters, their moves, and tweaked the gameplay experience to make things faster, more dynamic, and more capable of competing against Capcom’s brawlers on Nintendo’s consoles. All this work paid off as Streets of Rage II was one of the top five best-selling Mega Drive games upon release and was met with widespread critical acclaim; reviews praised the improvements and combat, Yuzo Koshiro’s soundtrack, and the gameplay in general was universally celebrated. After being re-released and ported numerous times over the years, all three Streets of Rage games came to the Xbox 360 as part of the SEGA Vintage Collection, with this version including additional modern quality of life elements such as save files, a replay feature, and bonus content.

The Plot:
One year after saving Wood Oak City from Mr. X’s crime syndicate, former police officers Axel Stone and Blaze Fielding join forces with professional wrestler Max Thunder and Eddie “Skate” Hunter, the younger brother of their comrade, Adam Hunter, when Mr. X makes a sudden return and kidnaps Adam!

Gameplay:
Like its predecessor, Streets of Rage II is a 2D, sidescrolling beat-‘em-up in which players pick from one of four playable characters and return to the mean streets of Wood Oak City to clear out a new batch of thugs across eight levels (now referred to as “Stages”). As before, you can choose to tackle this either alone or alongside a second player, who can jump in at any time, and can again pick from four difficulty settings (ranging from “Easy” to “Hardest”). This time around, you can manually set the amount of lives you have from the “Options” menu and, after losing all of your lives and continues (of which you have three on “Normal”), you can enter your initials on the high score board and then switch to a different character to continue playing as if you want. Each Stage is played against a generous time limit that is extended by clearing enemies from the screen, or if you lose a life. Compared to the last game, Streets of Rage II is much bigger, faster, and more responsive, with additional animations, combos, attack options and unique gameplay mechanics both shared and exclusive to the four playable characters. Once again, you have a simple three button control system that can be fully customised both in the in-game menu and using the SEGA Vintage Collection settings to allow for a rapid fire attack option. By default, A sees you attack with either a punch or a kick, B lets you jump to land one of two jumping attacks, and X lets you pull off one of two special moves to clear away groups of enemies at the cost of some health. You can switch up these buttons as you like in the main menu, and you can now pull off a rear attack by either pressing A and B together or by assigning this attack to another button (I used X) and pull off either a dash or a forward lunge attack by double tapping the directional pad and pressing attack. When you get up close to enemies, you’ll also grab them, allowing you to either pummel them, toss them behind you (and into other enemies), or slam them to the ground for big damage. Anything you can do, your enemies can do too, however, so you’ll need to make sure to avoid them grabbing and throwing you, overwhelming you from all sides, or sliding or charging at you. Although Axel, Blaze, Max, and Skate all share the same basic attacks and controls, each now has five different attributes that changes the way they play as they have more or less focus on Power, Technique, Speed, Jump, and Stamina. This means that Skate is the fastest but weakest character and Max is the most powerful but the slowest, and this extends to their attack options. For example, Axel can perform his “Grand Upper” to somewhat dash ahead, Blaze unleashes a short range fireball and Skate literally dashes ahead in a diving cannonball attack while Max does a limited shoulder charge and slide attack, so you really feel a difference when playing as each character as you trade off speed and jump height for attack power or defence.

The four playable characters all control a little differently and have unique special attacks.

Special attacks are much more varied this time around as well; rather than every character simply calling in backup, each one has a different health-sapping move to deal big damage to multiple enemies. One is performed by a simple press of the special attack button and the other is performed in conjunction with a directional input and, since they drain your health, you won’t have to worry about picking up specific power-ups to replenish them, though your health bar does drains down to the point where you can’t pull them off. This introduces a new layer of strategy to combat as you now must weigh the risk and reward of the abilities of your chosen character while also factoring in whether it’s better to lose a little health pulling off a special or risk losing more health by holding back and getting pummelled by enemies. As ever in these types of games, your goal is to travel from the left side of the screen and to the right and wade through enemies; however, this time around the screen occasionally scrolls diagonally downwards and upwards. Stages are also much longer and generally comprised of at least three areas, meaning when you reach the final part you’ll usually battle a sub-boss and then enter a building or a new area to take on more enemies, making each Stage (and, consequently, the game) much longer. Taking out enemies and grabbing pick-ups still awards you points, and you’re once again awarded bonus points at the end of each Stage depending on how much time and life you have left, which will eventually award you with an extra life. By default, each character is pretty durable, though some are tougher than others, and I found that raking up extra lives was much easier this time around. More enemies, and more varied combinations of enemies, fill each screen at any one time but the game feels less cheap than the last one and the new combat animations and mechanics make crowd control a lot easier. It also helps that onscreen hazards are now at a minimum; there are no death pits to fall down, no crushing weights or flames to worry about. While some enemies will toss grenades at you from the background, pop up from sewer holes, or leap in from offscreen, the only real onscreen hazard you come across are some conveyor belts. Enemies remain shy and like to linger just offscreen, which can be annoying when you’re trying to progress further, and some destructible objects do tend to explode, but these can also damage enemies as well, which is very helpful. Streets of Rage II also has not one, not two, but three elevator sections, none of which allow you to toss your foes off the side, and when you view your high scores you’ll be able to see stats like which Stage you got to and how many K.O.s you scored (which I assume is enemies beaten but it could also be the amount of lives you lost).

Graphics and Sound:
Streets of Rage II continues the tradition of the series by filling every Stage with a catchy, thumping soundtrack that really helps to make the monotonous gameplay fun since you’re just humming away as you go to town on waves of enemies. You still get a congratulatory melody after finishing a Stage, boss themes, and scream, grunt, and groan; it’s always obvious when you’ve grabbed an item or earned an extra life thanks to an audible jingle but, while many of the sounds and music are more elaborate and impressive than the first game, many are still recycled from The Revenge of Shinobi (SEGA, 1989). The overall presentation is much improved, however; the heads-up display is now no longer confined to an ugly black box at the top of the screen, meaning the locations are bigger and much more detailed; enemies now have (ridiculous) names and life bars of varying lengths (with sub-bosses and bosses having two- or three-tiered life bars), and there’s generally a lot more life in the sprites and environments.

The game is bigger and far more visually interesting than before, with an equally kick-ass soundtrack.

The sprites are much bigger and more detailed than before; their idle animations still generally amount to just breathing heavily and waiting for the next punch-up, but Skate glides along on his rollerblades in a very slick way and everything just has a little more polish this time around, which is only bolstered by a few new animation frames when grabbing and beating on enemies or performing your character’s combos. The story is once again told through text but the font is much clearer and longer, still images are used to recap the ending of Streets of Rage and show the ending sequence for this game, and Stages are way more varied than before thanks to going on longer. You’ll see lampposts and chain link fences in the foreground, cars and different views of the city in the background, fog and rain effects, smash your way through a bar and an arcade (where enemies are playing Bare Knuckle machines), explore a pier and fairground (where enemies sleep on bunches, a rollercoaster can be seen, and you end up in something ripped from the mind of H. R. Giger and a pirate ship), and battle your way into the SEGA Stadium where the green becomes a descending elevator section, You’ll cross a bridge held up by huge girders, traverse conveyer belts in a factory, battle through the foyer of Mr. X’s newest elaborate skyscraper, and even end up in a gladiator pit and in the back of a moving van where enemies and audiences cheer on your foes as they try to beat the life out of you. It’s all much bigger and more visually impressive, even though many of the Stages are reminiscent of the last game; little touches like fighting along the beach from the other perspective than in Streets of Rage (so now the sea is behind you) and progressing from the interior of a rocking ship up to the deck really show how the game is taking everything that worked in the first and improving upon it for a deeper, more visually engaging and exciting gameplay experience.

Enemies and Bosses:
While you’ll recognise the vast majority of the enemies you’ll encounter throughout Streets of Rage II from the last game, they now have names and life bars and palette swapped versions of them crop up right from the first Stage, which helps to make them seem more varied than they actually are. The denim-clad thugs and yellow-jacketed punks return, still charging at you with knives, sliding at your shins, or trying to throw you across the screen but they’re now joined by bald bastards who uppercut you out of the air at the worst possible moments. While the whip-cracking dominatrixes return, the martial artists have been replaced by Muay Thai kickboxers and ninjas who can guard against your attacks, flip about the place, and toss throwing stars your way, respectively. Bikers make their first appearance here, charging and leaping at you on their motorcycles, though you can kick them off and take them out with their own exploding bikes; their grenades will also damage other enemies, and you’ll now drop whatever weapon you’re carrying when you grapple with an enemy (and ninjas can even catch ones you throw at them!)

Sub-bosses and bosses return as regular enemies, except for the Vehelits and formidable Shiva.

As Stages are now longer, you’ll now have to contend with a number of sub-bosses as well as end of Stage bosses. As before, all of these reappear in later Stages as recoloured and renamed regular enemies, though slightly weaker and with some variations. The first sub-boss is Jack, a large punk with a flaming Mohawk and garbed in a ripped denim shirt and jeans. This guy’s packing knives, which he’ll stab or throw at you, but you can also pick them up and use them against him and any other enemies coming for you, which is handy when he reappears in his recoloured forms. Dominatrixes like Elektra often attack in pairs and are given extra attack range with their whips, which can also be electrified, but I found them pretty easy to take out before they could do any real damage. Hakuyo and his variants are muscular martial artists who literally drop in with flying kicks and jump attacks, while Big Ben is a returning, rotund enemy from the last game who will plod around trying to set you alight with his fire breath or try and crush you with a big belly flop (but, this time, you are able to throw and slam him without being hurt). One of the more unique sub-bosses is Vehelits, an animatronic alien head that pans across the screen to send you flying and is one of only three enemies you’ll fight just the one time in the entire game, which is fine as all the other sub-bosses and bosses crop up again in the later Stages. After running an enemy gauntlet, you’ll once again confront Mr. X; this time, rather than offer you the chance to join him, he orders his personal bodyguard, martial artist Shiva, to soften you up. Shiva is the closest you’ll get to a boss who is as versatile as you; he attacks with flying and sliding kicks, guarding against your attacks, and flying at you with flaming cartwheel kicks. While he cuts an intimidating figure, he’s actually not as hard as some of the game’s other sub-bosses, however.

While the first two bosses aren’t too difficult, things get tricky once Zamza and Abadede appear.

After fighting through the bar and into a rainswept alley, you’ll take on Barbon, the musclebound proprietor of the establishment you just wrecked who (alongside a bevvy of regular goons) throws spinning kicks, tosses you across the screen, guards against your attacks, and kicks you out of mid-air. When he reappears later, he’s actually one of the easier enemies, especially compared to Stage 2’s boss, Jet. This jetpack-wearing asshole constantly hovers overheard, swooping down or across the screen or grabbing you and sending you crashing to the ground. It can be a little tricky to land a hit on him, much less a combo, as it’s not always easy to judge what “level” of the background he’s on, which can make him a hell of an annoyance when he reappears as a regular enemy. Still, he’s a walk in the park compared to Zamza; this Blanka-like asshole attacks with clawed talons, spinning and jumping all over the place and flying at you with a cannonball attack, swiping you out of the air with a twirling uppercut, or delivering a massive German Suplex up close. His appearance on Stage 8 as “Nail” was a particular headache for me, and actually harder than the last bosses of the game since he’s so hard to keep track of and land decent hits on. In the gladiator pit, you’ll have a rematch with hulking wrestler Abadede; this Ultimate Warrior rip-off has expanded his repertoire to include an uppercut, a lariat strike, a flying body splash, a muscle flex that can send you flying, a big back suplex, and will even strike you with a wrench when he grabs you.

While the final boss is basically the same as before, there’s some interesting (if annoying) battles prior to this.

After fighting your way onto the deck of Stage 5’s ship, you’ll go toe-to-toe with the bulbous Rocky Bear; this guy’s also no joke as he hops about on his tiptoes, pummelling you with punches when he grabs you and easily cancelling your combos with a lunging fist, or comes flying at you with a butt stomp! He’s also accompanied by “Balloon”, a Big Ben variant, and he can be a real pain in the ass as you have to try your luck with a leaping kick, break free of his grab with your special, and dodge out of the way to do some real damage with a combo. Things get a little lazy at the end of Stage 6, however, as you have to fight a variant of Zamza and Jet (known as “Souther” and Stealth”) rather than a unique boss battle, though Stage 7 makes up for this with the tag team combo of robots Particle and Molecule. These cycloptic automatons jump about the place to avoid your attacks, swing their retractable mace-like appendages at you, and even fire projectiles from their eyes but they’re not especially difficult to deal with even when they immediately appear as regular enemies at the start of Stage 8. After dispatching Shiva, you’ll finally face off against Mr. X; unfortunately, this is basically exactly the same as in the last game as Mr. X wanders about trying to brain you with the butt of his rifle (which, to be fair, lands as a combination of hits this time) and haphazardly spraying bullets across the screen. Goons will file in to distract you, but they can also be hurt by Mr. X’s bullets, and as long as you focus on attacking him you’ll come out on top easily enough. I’m actually surprised the developers didn’t have an alternative version of Shiva (or Shiva himself) attack you in this final bout as it’s a pretty simple final fight, and the game is actually much fairer (on “Normal”, at least) than the last one, so it’s not inconceivable that you could get through this without too much difficulty, which is surprising considering how tough and cheap Zamza can be.

Power-Ups and Bonuses:
There are still plenty of destructible objects scattered around the various Stages for you to smash to uncover goodies; apples and roast dinners will restore some or all of your health, the occasional 1-up will grant you an extra life, and bags of cash and gold bars to add to your high score. This is also the main way (outside of disarming enemies) that you’ll acquire a melee weapon; interestingly, there’s only one new weapon in the game (the kunai blade dropped by the ninjas) and some (like the glass bottles) are actually missing. On the plus side, every character swings the metal pipe differently and weapons can be throw at the press of a button to become projectiles but, if you get hit and drop them enough, they still eventually disappear and you may also struggle to attack if you’re standing over a weapon as your character will try to pick it up instead of defending themselves. Since your special move is tired to your health bar, there’s no item to pick up to replenish your stock; you can perform each character’s unique special move as long as you have enough health, and there’s actually a reason to play as different characters this time since they control a little differently and have unique special attacks.

Additional Features:
There are two Achievements on offer in Streets of Rage II, and three additional Achievements as part of playing all three games in the SEGA Vintage Collection. The two specific to this game require you to defeat Zamza on Stage 3 as Skate and Abadede on Stage 4; there are no Achievements for playing with a friend, or for finishing the game as each character, which is a bit disappointing. Unlike the first game, Streets of Rage II only has one ending, further reducing the replay incentive somewhat, but it does come with a new game mode. “Duel” allows two players to go head-to-head as one of the four playable characters in a one-on-one fight; you can select a Stage to battle on, and whether or not special moves are active, but again there are no Achievements tied to this extra mode and no other characters to play as. This version of the game comes with the same customisation options as the last game, allowing you to set wallpapers, scan lines, and smoothing, listen to the soundtrack on the jukebox, switch between the Japanese, European, and North American versions of the game (which again amount only to cosmetic differences), save replays, and make use of save states to the game to make it dramatically easier. Local and online co-op also return, as do leaderboards and the “Trial” mode, which has you battling towards a high score on four different difficulty stages against a time limit or going against Zamza’s “Horror House Challenge”.

The Summary:
I concluded my review of Streets of Rage by saying that I would probably pick Final Fight over it since, while it was a great game and a good attempt at an arcade-style beat-‘em-up, it didn’t quite match up to the level of Final Fight. With Streets of Rage II, the call is much harder to make; with larger, more detailed and visually appealing graphics, new characters with unique ways of controlling and special moves, and longer and more diverse Stages, Streets of Rage II is clearly bigger and better than its predecessor in every way. The core gameplay remains the same, but everything is faster, slicker, and meatier than before; there’s so much more to see and combat is way more fun and the cheapness of the original’s difficulty curve has been toned down quite a bit. While you can argue that this makes Streets of Rage II easier, I’m okay with that; when it comes to arcade beat-‘em-ups, I want a simple pick-up-and-play experience that can be challenging but not unfair or frustrating, and Streets of Rage II was a great time from start to finish. It was a shame to see some weapons missing, some Stage themes repeated from the last game, and that there weren’t more Achievements added to this version of the game, but there’s no denying that Streets of Rage II is vastly superior to the first game in every way. It almost feels like the first game was a proof of concept for the engine and the mechanics as Streets of Rage II just refined everything into an experience that’s far closer to what one would expect from an arcade title, so I would definitely choose to pick this one over the first one and happily compare it to Final Fight in terms of quality and enjoyment.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think to Streets of Rage II? How do you think it compares to the original, its sequels, and other beat-‘em-ups? Which of the four characters was your go-to and were you a fan of the new ones introduced here? What did you think to the longer Stages and additional sub-bosses? Have you ever beaten this game on the hardest difficulty setting? Which beat-‘em-up game or franchise is your favourite and why and what is it you enjoy about the genre? To share your memories of Streets of Rage II, sign up to leave a reply below or comment on my social media and be sure to check out my other reviews of the series!

Game Corner: Streets of Rage (Xbox 360)

Released: 30 May 2012
Originally Released: 2 August 1991
Developer: M2
Original Developer: SEGA
Also Available For: Arcade, GameCube, Game Gear, Master System, Mega Drive, Mobile, Nintendo 3DS, Nintendo Wii, PC, PlayStation 2, PlayStation 3, PlayStation 4, PlayStation 5, Sega CD, Xbox One, Xbox Series S/X

The Background:
Back in the mid-nineties, sidescrolling beat-‘em-ups were a popular fixture in arcades, and demanded little more than players hold right and mash buttons to take down waves of generic enemies and continually part with their hard-earned pocket money. Beat-‘em-ups were also prominent on home consoles thanks to the ports of Final Fight (Capcom, 1989) and Teenage Mutant Ninja Turtles IV: Turtles in Time (Konami, 1992), so it made sense for SEGA to develop the beat-‘em-up series, Bare Knuckle Streets of Rage (SEGA, 1991 to 1994). Essentially a rip-off of the Final Fight series, Streets of Rage was the brainchild of Noriyoshi Ohba and Hiroshi Momota and stood out from others in its genre by foregoing the arcades entirely. Having previously helmed The Revenge of Shinobi (SEGA, 1989), Ohba drew from Double Dragon (Technōs Japan, 1987) and Starsky & Hutch (1975 to 1979) to compete with the likes of Final Fight and he and his nine other developers managed to pull the first title in the series together in just six months. Streets of Rage was incredibly popular upon release; critics praised the colourful graphics, two-player gameplay, and range of attacks offered to players and Yozo Koshiro’s soundtrack was equally lauded. Having been re-released in various compilations over the years, Streets of Rage and its sequels made it to the Xbox 360 as part of the SEGA Vintage Collection, with this version including additional modern quality of life elements such as save files, a replay feature, and bonus content.

The Plot:
The once a peaceful and prosperous Wood Oak City has fallen into the hands of a crime syndicate led by the mysterious Mr. X. The Syndicate has absorbed the city’s government and even has the police department in their pocket, causing crime and violence to run rampant. Police officers Adam Hunter, Axel Stone, and Blaze Fielding decide to take matters into their own hands and take to the streets as vigilantes to put a stop to the Syndicate.

Gameplay:
Streets of Rage is a 2D, sidescrolling beat-‘em-up in which players pick from one of three playable characters and battle swarms of thugs on the mean streets of Wood Oak City across eight stages (referred to as “Rounds”). You can do this either alone or alongside a second player, and the game has four difficulty settings ranging from “Easy” to “Hardest” which dictates the amount of lives and continues you have and the aggressiveness of the game’s enemies. Each Round carries a time limit that can only be extended by clearing the current wave of enemies from the screen; if you fail to do this, you’ll get a time over and lose a life, but will respawn on the same screen with the time replenished. While the game has a slow, almost plodding pace and movement can be equally sluggish, you’re given a surprising range of attack options considering you only really need to press one button to attack. By default, A throws a punch, B lets you jump, and X calls in police backup to fire a screen-clearing missile from their squad car. You can switch up these buttons to your heart’s desire in the main menu, and even activate a rapid fire option so you simply hold down your chosen attack button to make mincemeat of enemies, but the only way you can move and attack at the same time is to pull off a flying kick. There are no dash or dash attack options here but, open getting close to enemies, you can stun them with a nifty combo, grab and pummel them, hop around behind them to pull off a slam or German Suplex, and toss them across the screen and into other enemies, down holes, or send them crashing through destructible objects. Enemies can also grab and throw you, however you can fend off their buddies when they’re holding you still and eventually throw them off if you hit the buttons fast enough.

While each character controls the same, they have different attributes to make their gameplay unique.

While Adam, Axel, and Blaze all essentially play the same, each has different attributes that changes the way they play; Adam is slower, for example, while Axel has a shorter jump and Blaze has a weaker attack but is much faster and dramatically speeds up the pace of the game, so it definitely changes the way you play depending on which character you pick. With the exception of two Rounds, your only goal is to travel from the left side of the screen and to the right, taking out larger and more varied groups of enemies as you progress. Defeating enemies and snagging pick-ups will award you points; you’ll also earn bonus points at the end of each Round depending on how much time and life you have left, and you’ll gain an extra life once you reach a certain increment in your score. While you’re quite durable, it’s easy to get overwhelmed and lose a life; if you do, you’ll respawn right where you died with your specials and time replenished and even send all onscreen foes flying as a bonus, but you can’t afford to get too cocky as it’s pretty easy to burn through lives, especially on later Rounds and bosses, and then have to rely on your small stock of continues. Streets of Rage’s challenge definitely increases the further you progress; enemies become more aggressive and numerous but are also quite shy and linger just offscreen to really run down the timer. You’ll also have to deal with instant-death holes, conveyor belts, and crashing hazards, though these can all be used against your enemies as well. As is the tradition in any sidescrolling beat-’em-up worth its salt, you’ll also have to contend with a vertical elevator stage in which a small platform will rise up the outside of a skyscraper and wave upon wave of enemies will shuffle in from different floors or drop from above, though you can easily make short work of them by tossing them over the side.

Graphics and Sound:
Streets of Rage features a very catchy, thumping beat of a soundtrack that really helps to make the monotony of its beat-‘em-up gameplay more appealing. Boss battles at accompanied by an ominous theme song and a congratulatory little melody plays upon completion of a Round. Characters will scream, grunt, and groan as they attack, are hurt, or die and you always know when you’ve picked up an item or earned an extra life or special thanks to an audible jingle. If you’ve played The Revenge of Shinobi before, however, you may recognise that the game’s font, heads-up display, and many of the sound effects are ripped from that game, which I always felt cheapened Streets of Rage a bit since no other Mega Drive game I’d played at the time did this unless it was a sequel or part of a franchise.

While many sounds are recycled, the game has a thumpin’ soundtrack and some impressive visuals.

Sprite work is pretty impressive here; the three protagonists and their enemies are a little small, but you can adjust the screen size in the options to make them a bit bigger (though this does pixelate them) and, when left alone, they have very minor idle animations to give them some personality. While the main story narrative is told only through text, the ending features some nice detailed sprite panels showing the trio emerging victorious, and you’re even presented with a dialogue box in the final Round of the game. Where the game really shines, though, are its locations; from the streets to the beach, a factory, and Mr. X’s penthouse suite, the environments are all very detailed and full of little things to see and graphical effects, such as enemies emerging behind shutter doors, rain, windswept rubbish, statues, and the looming lights of the city at various distances in the background. Foreground elements such as lampposts, cars, and the raging sea pop out at you, and you even end up on a boat at one point that rocks up and down from the current.

Enemies and Bosses:
Unlike other beat-‘em-ups of the time, enemies don’t display their names or individual life bars when attacked; life bars are reserved only for the game’s bosses, but it won’t take more than a few hits to take out the low-level scum you encounter in the first few stages. These are made up of denim-clad thugs who sometimes wield knives, yellow-jacketed punks who grab and throw you, and karate-kick throwing martial artists who hop about the place. Very quickly, you’ll encounter more aggressive, palette-swapped versions of these enemies who carry other melee weapons, can deal more damage, and seem to recover faster after being knocked down. You’ll also come across whip-cracking dominatrixes, jugglers who dance around the screen using fire-bombs and axes as makeshift shields and projectiles (that you can, thankfully, hit with your attacks) and even buffet carts that come hurtling at you from off-screen.

Large, hard-hitting bosses await at the end of the Rounds and even reappear as regular enemies.

Seven Rounds means seven bosses to contend with but you won’t be facing any of them just once as all of them will reappear as regular enemies in later Rounds, though without life bars. The first you’ll encounter is Antonio, a large man wearing denim and carrying a razor-sharp boomerang; Antonio will linger just off-screen, circle around the area, and either toss his boomerang your way or deliver a hefty kick when up close but is undeniably the easiest of the bosses despite being the first formidable enemy of the game. The second boss, Souther, is much more difficult and starts a trend of the bosses being accompanied by a gaggle of thugs to distract and annoy you. Souther sports two sets of metal claws for hands and drifts around the screen swiping at you or unleashing a fast-paced barrage of slashes that can easily tear through your life bar, so it’s best to try and stay on the move and anticipate where he’ll be so you can pummel him with your grapple attacks. The hulking Abadede awaits you at the end of Round 3; this Ultimate Warrior rip-off lumbers in from off screen with a charge or devastating uppercut but, despite his size and strength, can easily be taken down by quickly hitting jumping kicks rather than trying to match fists with him.

Bosses are soon accompanied by a swarm of thugs to really put a crimp in your day.

At the end of Round 4’s bridge, you’ll have your first encounter with Bongo, a rotund fire-breathing man who homes in on you to try and set you ablaze. While it can be difficult to avoid his flaming breath, you also need to avoid trying to throw or suplex this guy as, in a fantastic piece of attention to detail, you’ll end up taking damage and being crushed from his hefty weight. After battling through the boat and fending off recoloured versions of Abadede, you’ll have to fight two bosses at once: Mona and Lisa, easily the laziest bosses in the game as they appear to simply be palette swaps of Blaze. These gals are also extremely slippery devils as they’ll flip all over the place, try and throw kicks at your head, and send you flying with judo throws, so it can be really tricky just trying to land a hit on them in the first place. Two Southers await you at the end of Round 6 and, while you won’t face any bosses in Round 7, you do have to endure a gauntlet of enemies on the elevator and all of the previous bosses hounding you throughout Round 8. Round 8 concludes with a showdown with Mr. X; beforehand, he’ll offer you the chance to join his cause. If you answer “Yes” in two-player mode but your friend answers “No”, you’ll have to battle each other to determine who gets to take him on. The battle against Mr. X is fraught with a never-ending slew of thugs; the big boss himself wanders back and forth, spraying bullets across the screen and trying to brain you with the butt of his rifle, but actually isn’t too tricky to take out (on “Normal” mode, at least) despite Round 8 not allowing you to use specials.

Power-Ups and Bonuses:
Be sure to smash everything you see in each Round, from phone booths to tyre stacks and wooden crates, as these will yield apples or roast dinners that will restore some or all of your health. Very occasionally, you’ll find a 1-up or an extra special hidden in these too, or a bag of cash and gold bars to add to your high score and edge you closer to an extra life. These destructible elements, and enemies, can also hold a variety of melee weapons, from knives to pipes and baseball bats, to stun grenades, all of which can help turn the tide in your favour by adding extra range to your attacks and hitting multiple enemies at once. You can throw knives and the grenades, limiting their usefulness, but weapons won’t break upon use; if you get hit and drop them enough times, however, they will eventually disappear from the screen and, if you miss anything, you can’t go back and get it so just grab it when you see it or it’s safe to do so (which can be easier said than done, especially if a couple of weapons or pick-ups are staked next to each other). Finally, although there are three characters to select, each with their own attacks and gameplay variants, there’s only one special move which, while useful, is a little disappointing.

Additional Features:
There are four Achievements to earn in Streets of Rage, and two additional Achievements as part of playing all three games in the SEGA Vintage Collection. While two of these require separate playthroughs as Adam and Blaze alone, there are unfortunately no Achievements for playing as each character or alongside a friend, and the other two amount to simply tossing an enemy and recovering from a throw, which is a bit disappointing consider the game as multiple endings and opportunities for fun Achievements, such as crushing an enemy with a stage hazard or tossing a certain number to their deaths. This version of the game also comes with a variety of display options that allow you to set wallpapers, scan lines, and smoothing in addition to customising the controls to your liking. There’s also a jukebox that lets you listen to the game’s rockin’ beats, the ability to switch between the Japanese, European, and North American versions of the game (which seem to amount to cosmetic differences and little else, certainly no extra Achievements), and adds save states and replays to the game to make it dramatically easier. Probably the most significant additional feature is the “Trial” mode, which tasks you with achieving a high score on four different difficulty stages against a time limit or lasting out against enemies on the elevator Round (though, again, there are no Achievements to be gained from this). Finally, you can play with a friend locally and online, and the game includes at least two endings, one where you defeat Mr. X without question and a bad ending where you usurp him and become the new crime boss.

The Summary:
I do enjoy me a good sidescrolling beat-‘em-up and there’s a lot to like in Streets of Rage. Without a doubt the game, and the series, is one of the Mega Drive’s most prominent titles, and yet the series is often forgotten about these days and SEGA have been uncharacteristically reserved about churning out sequels and spin-offs or even featuring Streets of Rage characters in their other titles. If I had to pick between Streets of Rage and Final Fight, however, I’d pick the latter; for a console-exclusive beat-‘em-up the game does really well, but the sprites aren’t as big and detailed and the gameplay isn’t as fluid as an arcade title. The lack of a dash function and unique specials for each character are issues as well, as is the troublesome difficulty curve, though many of the game’s more tedious aspects were obviously refined in the sequels. As a first entry, it’s pretty basic and recycling music and sound effects from The Revenge of Shinobi doesn’t really help the game stand out too much but it’s certainly not an unplayable piece of trash. This version of the game greatly improves the original experience with save states and other bonus options, though it’s disappointing that more Achievements weren’t incorporated into it to add to the replay value. Overall, this is a pretty fun little beat-‘em-up with a surprising amount of attacks, some funky music, and some decent sprite work on offer though it can’t be denied that Streets of Rage was effortlessly eclipsed by its sequel/s.

My Rating:

Rating: 3 out of 5.

Pretty Good

Are you a fan of the original Streets of Rage? How do you think it compares to the sequels and other beat-‘em-ups? Which of the three characters was your go-to and which of the sequels was your favourite? Did you enjoy the additional features added to this version of the game and would you like to see more from the series in the future? Which beat-‘em-up game or franchise is your favourite and why and what is it you enjoy about the genre? To share your thoughts on Streets of Rage, sign up to leave a reply below or comment on my social media and be sure to check out my other retrogame reviews!

Game Corner [DK Day]: Donkey Kong Country (Nintendo Switch)


In 1981, Shigeru Miyamoto and his team at Nintendo R&D1 created Donkey Kong, an arcade title that was not only one of the earliest examples of the platform genre but also introduced gamers everywhere to two of Nintendo’s most recognisable characters: Mario and Donkey Kong. Mario, of course, shot to super stardom but today’s a day to celebrate everyone’s favourite King Kong knock-off and to say: Happy birthday, Donkey Kong!


Released: 15 July 2020
Originally Released: 18 November 1994
Developer: Nintendo
Original Developer: Rare
Also Available For: Game Boy Advance, Game Boy Color, Nintendo 3DS, Nintendo Wii, Nintendo Wii U, Super Nintendo Entertainment System (SNES), Super Nintendo Entertainment System (SNES), SNES Classic Edition

The Background:
After establishing themselves in the United States with the financial and critical success of Donkey Kong (Nintendo R&D1, 1981), Nintendo then captured the home console market with the Nintendo Entertainment System (NES) and their moustachioed mascot, Super Mario. Although Donkey Kong wasn’t completely forgotten during this time, featuring in sequels and spin-offs during the NES’s lifecycle, it was legendary British developers Rare who breathed new life into the cantankerous ape with their Donkey Kong Country series (Rare, 1994 to 1996) that pushed the SNES hardware to its limits with their revolutionary pre-rendered graphics. Rare impressed Nintendo back in the day with their ability to reverse-engineering the NES and publishing over sixty titles for the console, and by utilising Nintendo 64 workstations to produce SNES titles. Wishing to compete with SEGA’s Aladdin (Virgin Games USA, 1993), and seeing the long-dormant Donkey Kong franchise as low risk, Nintendo handed the character to Rare and they assembled a team of twelve developers (their biggest yet) to develop the title. Inspired by the level design of Super Mario Bros. 3 (Nintendo R&D4, 1988), Rare sought to make the game’s levels short bursts of challenging fun that tailoured to a player’s increasing skill level. Kevin Bayliss redesigned Donkey Kong to be more muscular and cartoonish to aid with animation and Rare were given license to completely redesign Donkey Kong Jr. into a brand-new character, Diddy Kong, to act as DK’s physical opposite. Donkey Kong Country was one of the first videogames to utilise pre-rendered 3D graphics; their computers ran night and day to decompile the 3D models into traditional 2D sprites and, although physically taxing for the team, the result was the third-bestselling game on the SNES. Reviews were overwhelmingly positive, with the game seen as a significant benchmark in the presentation of videogames; the visuals and soundtrack have stood the test of time and the game is still heralded as a classic. Donkey Kong Country re-established the popularity of the brand was followed by a couple of equally well-regarded sequels but has only been sporadically released on other hardware due to legal issues. Thankfully, it was later included in the SNES Classic Edition and to Nintendo Switch Online subscribers in 2020 and developers Retro Studios made the franchise relevant again with their 2.5D rebranding of this influential title.

The Plot:
When the greedy King K. Rool steals his beloved banana hoard, Donkey Kong and his nephew, Diddy Kong, set out to recover them from the king’s Kremling army.

Gameplay:
Donkey Kong Country is a 2D, sidescrolling action/platformer that, thanks to the benefit of its pre-rendered sprites and backgrounds, takes on a bit of a 2.5D aesthetic at times. Players take control of the titular ape, now reimagined as a tie-wearing, banana-obsessed scamp more likely to bop on a lizard’s head than toss a barrel at a plumber, but the game does support two players and offers two characters to control. You can go it alone, tagging between the brutish Donkey Kong and his nimbler nephew Diddy Kong with the A button, or play with a friend in simultaneous co-op not unlike Sonic the Hedgehog 2 (SEGA Technical Institute, 1992), or take it in turns to clear levels in a competitive contest mode. Both Donkey and Diddy Kong share many of the same abilities but are physically distinct in a number of ways: B allows your Kong to jump, Y sees Donkey roll into enemies and Diddy cartwheel into them and also allows both Kongs to pick up and throw a variety of barrels. Donkey Kong is slower, a far larger target, and has a bit of a stunted jump compared to his more agile nephew, though he can slap the ground by pressing down and Y, but you’ll probably want to switch to Diddy to make getting past larger obstacles a little easier or have more control when making jumps. Both Kongs can also squeeze through small gaps and act as the game’s health system; if you have both Kongs onscreen, a hit from an enemy or obstacle won’t kill you, but it will send your partner running off, though you can call them back by finding and tossing one of the many DK barrels scattered across the game’s environments.

The Kongs can use their allies, jumping abilities, and barrels to progress through levels.

For the most part, Donkey Kong Country has you hopping across gaps (often with the aid of swinging ropes), bopping on enemies and collecting bananas. It’s not long before you’re jumping into barrels to clear greater distances and progress forwards; some of these rotate or move side to side and up and down, some automatically fire you and some are activated by a button press, with timing being key to avoiding a fall down a bottomless pit or damage from a spiky Zinger. Platforming quickly becomes trickier as the game progresses, with gaps becoming longer, requiring a roll or cartwheel into a jump for a longer jump, slanted platforms and greater hazards all testing your reaction times. Some stages require you to jump at special Stop & Go barrels to briefly light up the area or deactivate Rockkrocs so you can progress, others are set underwater and see you swimming about with no means of defending yourself unless you find one of the Kongs’ many animal friends, Enguarde. One of the most prominent stage designs are those set in the mines where you’re stuck in a runaway mine cart and must make split second decisions to jump over gaps, hazards, and from mine cart to mine cart to progress, which can be difficult with the low lighting and oncoming enemies. Level hazards soon play their part in the platforming as well, with snowy stages robbing you of your traction, Gnawties trying to crush you in giant wooden wheels, and flaming oil drums not only spitting out an endless supply of baddies but also charbroiling you when you hop to them as temporary platforms. As if falling and moving platforms didn’t make things difficult enough, there’s also a time where you’re forced to jump from a moving conveyor belt to grab fuel drums; you can’t afford to miss a single one or else your platform will fall and won’t come back so you need to make quick decisions about when to jump.

Use lighting, runaway mine carts, and animal buddies to progress and rack up those extra lives.

The game features forty levels, all accessed via a word map; between levels, you’ll automatically progress onwards into new areas, including jungles, rainforests, temples, mines, and caverns, and interact with the Kongs’ allies. Funky Kong allows you to fast travel across the island once you’ve visited at least two areas, Cranky Kong offers fourth-wall breaking advice that comes across more like bitter criticism, and Candy Kong allows you to save your progress (though you can obviously create a save state at any time using the Nintendo Switch’s menu options). The Kongs are also aided by allies within levels as well; they can ride Rambi, Enguarde, Expresso, and Winky to bash through enemies, charge through water, temporarily fly, and spring up even higher, respectively, while Squawks will light your way with a useful lantern. These buddies also act as another hit point and, if you’re hit or jump off them, you can often hop back onto them as they run around the environment, and you can use their abilities to find secret areas in each level. These lead to hordes of more bananas, balloons, or K-O-N-G letters. Collecting a hundred bananas, all four K-O-N-G letters, or a balloon awards an extra life and you’ll be stockpiling a fair amount of these without even trying, but you’ll also find golden buddy statues that will take you to bonus games where you control that animal and must collect as many bananas as possible within a time limit. This all adds to your completion percentage and injects a little gameplay variety to the title, but also encourages exploration as sometimes bananas floating just out of the way indicate a hidden barrel or tossing an explosive barrel at a wall will open up a new bonus area.

Graphics and Sound:  
If I’m being brutally honest, I never really thought too much of Donkey Kong Country’s visual presentation; even as a kid, seeing these pre-rendered 3D models pixelated down to 2D sprites looked a little messy and not quite as crisp as other 2D platformers of the time. However, having said that, I rarely had the chance to be hands-on with the game as a kid, or in the years since, so this is my first time actually playing it from start to finish and the visuals work really well when in motion. Donkey and Diddy Kong are full of life and personality, sporting idle animations and having distinctive movements and quirks when performing the same or similar moves. Their enemies are equally charming, sporting that exaggerated anthropomorphic quirkiness that Rare did so well back in the day, though their animations are noticeably less varied than the two protagonists. One thing I did enjoy was how clean the screen is; the heads-up display is absent until it’s actually required (appearing when you grab pick-ups or earn or lose a life), allowing you to really appreciate the variety of visuals on offer here. While you’re not going to see anything you’ve not seen in a hundred other platformers from Donkey Kong Country’s environments, the game presents them in a wholly unique way with its pre-rendered aesthetic. You’ll be swinging through jungles, jump to broken mine cart tracks in dank mines, and hopping to conveyer belts in a rusted factory all while some absolutely jamming tunes play throughout the game.

The pre-rendered graphics, while a little fuzzy, definitely add to the game’s visual appeal.

There are some opportunities for exploration and experimentation (try charging walls when on Rambi or jumping to bananas up above on Winky) and the game does a fairly decent job of recycling its level tropes with new hazards and such, like having Croctopi chase after you in later underwater sections rather than just spinning around or having you bounce on tyres on moving platforms to cross gaps and gain the extra height needed to avoiding enemies and obstacles. Even better, the game’s locations are bolstered by some environment effects; day turns to night, jungles are battered by thunder, lightning and rain, the frozen mountains become swamped by blizzards, and the mines and caves are seeped in low lighting. Often, there’s no lighting at all, with your sprites being the only things being visible onscreen until you free Squawks or activate a light-up barrel, and the use of lighting and foreground objects really helps to add to the tension when trying to avoid slipping off the edge of a platform and jump to another. Although the game is light on cutscenes, they story is effectively told using dialogue strings between the Kongs and their allies, though the focus here is very much on dropping you into the next action-orientated area to take on an ever-escalating challenge rather than trying to overcomplicate the simple plot. All you need to know is that the banana hoard has been stolen and Cranky is better than you.

Enemies and Bosses:
Donkey and Diddy Kong will face a number of King K. Rool’s most disposable pawns in their quest, from regular Kremlings like the Kritters to their more jumper variants, to voracious little crocodiles, sharks, and slippery snakes. Wasp-like Zingers will often be found hovering around in mid-air, usually surrounding a platform or a barrel you need to blast to; larger enemies will prove difficult for Diddy to take out without a barrel so you might want to switch to Donkey Kong if you’re having trouble, and orangutans will incessantly throw barrels at you in a fun call-back to the original Donkey Kong. Spiked wheels, hungry fish, and vultures will also cause a headache, especially the latter as you’re often asked to fire your Kong/s at a flock of vultures to bounce off them and reach out of the way platforms, which can be tricky to do as if you hold the directional pad for too long you could overshoot and if you don’t hold it long enough then you’ll undershoot.

While Queen B. stands out, the repeats of Gnawty and Necky were disappointing to see.

Each area of Donkey Kong Country houses a boss battle; victory against one of King K. Rool’s elite earns the Kongs a large, Nintendo-branded banana and allows them to progress onwards to the next area but, while you’ll fight seven bosses in the game, only three of them are unique and the others are, disappointingly, reskins and repeats of each other. The first boss you’ll take on is Very Gnawty, a giant beaver who hops about in a cavern full of the Kongs’ bananas; with each hit he takes, his jumps get a little faster, but it doesn’t take much at all to put him down. It’s thus disappointing when this same boss is repeated for the fourth battle, even though Really Gnawty jumps much higher and is noticeably much more aggressive in his attack patterns. The second boss you’ll fight is the Master Necky, a huge vulture who pops his head in from the left or right side of the screen to spit bouncy coconuts at you; thankfully, there’s a tyre conveniently placed in the centre of the boss room that you can use to avoid his projectiles and hop onto his head. This boss is recycled for the penultimate boss battle as well; again, Master Necky Snr. might have a different colour palette and be a bit more aggressive, but he’s essentially the same boss battle, which I can’t help but be a little let down by considering how good the game is otherwise. Thankfully, Queen B. mixes things up a little bit; this gigantic Zinger flies around the arena in a specific pattern, immune to all attacks except a barrel to the face. However, she becomes temporarily invulnerable and hyper aggressive after each hit, so you’ll need to position yourself in the right place to avoid her erratic swoops.

While Dumb Dum destroys itself, King K. Rool tricks you into thinking you’ve won…

Dumb Drum also stands out as a unique boss battle; a giant, sentient drum, this guy tries to crush you from above and spits out a number of enemies into the area that you’ll need to take out. You can’t damage Dumb Drum no matter how hard you try; you simply have to outlast it and it’ll take itself out from ramming the ground once too often. Finally, you’ll confront the Kongs’ mortal enemy, King K. Rool, onboard his pirate ship, which stands as the final area of the game. King K. Rool has two methods of attack; first, he’ll run from one side of the screen to the other and try to charge into you, then he stands on one side and tosses his crown at you as a projectile. When he does this, it leaves him vulnerable to attack so you can jump on his head and, after a few hits, he’ll fold like paper and the credits will roll. Well, the “kredits”, at least, and it turns out that this is a fake-out as King K. Rool pops back up for another round. This time, his charge is much faster, and he also causes bouncing cannonballs to rain down from above, which can be difficult to avoid unless you make use of Diddy’s smaller hit box. Otherwise, your strategy remains the same; jump over him, avoid his projectiles and hazards, and hop on his head until he’s done in for good and you get to enjoy the real credits sequence (and Cranky’s embittered criticism of your performance).

Power-Ups and Bonuses:
Your primary power-up in Donkey Kong Country will be those DK barrels; you’ll want to break these open every chance you get to have both Kongs at your disposal and stave off a death from your next hit but be sure to not accidentally break them if you don’t need them. Star-branded barrels acts as checkpoints and a number of other barrels (wooden, metal, and TNT ones) can be thrown as projectiles to take out one or a whole group of baddies in single throw. Otherwise, you’ll want to collect every banana you see and hunt down those K-O-N-G letters and red balloons to rack up some extra lives and keep an eye out for golden buddy statues or hidden rooms where you can earn more of them to access bonus stages. Finally, of course, there are the buddies themselves, with Enguarde being especially useful to making navigating those maze-like coral reefs that much easier.

Additional Features:
The ending you get (or, at least, the feedback you get from Cranky Kong) is directly tied to how many of the game’s secrets you uncover; this includes finding all of the K-O-N-G letters, hidden rooms, and bonus areas, all of which adds to the completion percentage seen on your save file. However, while you’re free to revisit and replay every level in the game and try to find every secret, it’s not actually necessary and you don’t get anything for it except for bragging rights. Thankfully, the Nintendo Switch Online version of the game allows you to make use of the save state and rewind features to make playing this game a breeze; now, if you make a mistake, you can just rewind or reload your game and try again, which is a God send in some of the game’s trickier sections.

The Summary:
It’s always exciting for me, a childhood SEGA boy, to finally play classic Nintendo titles. I’ve always had a fascination with the SNES and love to get my hands on the system’s most famous games whenever I can, and a full playthrough of Donkey Kong Country has been a long time coming for me. Despite my apprehension concerning the graphical style, the game holds up really well; environments pop through some fun and unexpected weather and lighting effects and Donkey and Diddy Kong never fail to impress when they’re onscreen, controlling and animating beautifully. Enemy and hazard placement becomes increasingly challenging, but not impossible, and I liked how many of the levels were short, sharp bursts of action that tested your reaction times. I can’t imagine playing the game on the original hardware without the aid of save states or the rewind feature, however, as I think it would’ve become quite frustrating quite quickly even though the game dishes out the extra lives like they’re going out of business. It’s a little disappointing that the game didn’t do more with its levels and bosses; repeating boss battles is always as much of a let down for me as a boss gauntlet, but I enjoyed the addition of ridable animal buddies, the hidden secrets and bonus rooms, and that trademark Rare humour that pushes you to find everything. In the end, I can see why Donkey Kong Country is so beloved; I’ve definitely played better 2D platformers but there’s so much more happening here than the unique visual style and it’s easily one of the best, basic platforming adventures of the 16-bit era.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think to Donkey Kong Country? Did you own the game for the SNES as a kid and, if so, were you surprised by Donkey Kong’s dramatic visual overhaul? Did you find all of the game’s secrets and bonus rooms? Which of the animal buddies was your favourite to control and did you favour Donkey or Diddy Kong when playing? Were you disappointed that the boss battles weren’t more diverse and what did you think to the fake-out ending? Which of the Donkey Kong Country games is your favourite and why? How are you celebrating Donkey Kong’s anniversary this year? Whatever your thoughts on Donkey Kong Country, leave them below or share them on my social media.

Game Corner: Final Fight: Double Impact (Xbox 360)

Released: 15 April 2010
Originally Released: 25 November 1989 (Final Fight) / 25 July 1990 (Magic Sword)
Developer: Proper Games
Original Developer: Capcom
Also Available For: PlayStation 3 (This version); Amiga, Amstrad CPC, Arcade, Atari ST, Commodore 64, CPS Changer, Game Boy Advance, Java ME, Mega-CD, Nintendo Switch, PC, PlayStation 2, PlayStation 4, PlayStation Portable, SEGA Mega Drive Mini II, Super Nintendo Entertainment System (SNES), X68000, Xbox, Xbox One, Xbox Series S/X, ZX Spectrum (Original, Ports and Re-Releases)

The Background:
The arcade scene was in a boom period during the late-eighties and early-nineties; coin-operated machines stole weekends and pocket money away from an entire generation as they frantically went head-to-head and traded secrets in the playgrounds. For me, two of the biggest names in arcade gaming were Konami and Capcom, both of which produced many of the most celebrated fighters and beat-‘em-ups of the era. Designed by Akira Nishitani and initially planned as a sequel to the modest arcade hit Street Fighter (Capcom, 1987), Final Fight was redesigned with an original premise and characters and took many thematic and narrative cues from movies. Despite switching from a one-on-one fighter to a sidescrolling brawler, Final Fight was a huge hit in arcades across the globe; although concessions and revisions had to be made for the home console release, these ports were also highly praised and the game spawned not only a number of sequels but was also absorbed into the Street Fighter canon. Although arguably far less well known, Magic Sword was also a popular arcade title; though the home console port was criticised, Magic Sword lived again when it was included alongside the more influential Final Fight in this digital bundle that included a host of additional features and even received an Xbox 360-exclusive physical release alongside some of Capcom’s other digital titles.

The Plot:
Crime runs rampant in Final Fight’s Metro City; Mayor Mike Haggar, a former pro wrestler, is forced to recruit expert fighters and martial artists Cody Travers and Guy when the Mad Gear Gang kidnaps his daughter, Jessica, as an intimidation tactic. Meanwhile, the world of Magic Sword is threatened by the dark lord Drokmar and only the Brave One and his allies have a hope of opposing him by scaling Drokmar’s hazardous fifty-floor tower, the Dragon Keep.

Gameplay:
It’s tough to get much better for pure, classic sidescrolling beat-‘em-up action than Final Fight and I say that as someone who’s never even played the game out in the wild; my experiences have all been through emulations and ports such as this collection, which I first owned on the PlayStation 3, and yet everything about Final Fight so perfectly encapsulates this genre of arcade game for me. A lot of that is due to the game setting many of the standards that its successors would build upon and improving upon the gameplay of its predecessors, making for a much faster and more action-packed experience than the comparatively slow and clunky Double Dragon (Technōs Japan, 1987). This simplicity is echoed in the controls; X and Y see you attack with a few punches and kicks that, upon landing, turn into a surprisingly complex and lengthy combination of attacks, and A and B let you jump. You can, of course, perform jumping attacks such as a flying kick when up high and a knee strike when in mid-air, and pressing an attack and a jump button together sees you perform a super attack at the cost of some health. There’s no dash function, unfortunately, but the game’s pretty brisk so you don’t really need it; you can alsograb and toss enemies to wipe out others when you attack up close and you can pick up and use a variety of weapons you find strewn over the streets.

Fight alongside a friend to bring law to the lawless with fun combos and special moves.

Final Fight can be played alone or alongside one other friend, either locally or online; players can pick from three characters – Guy, Cody, and Haggar – and each has their own strengths and weaknesses. Guy (my preferred choice) is a bit faster, throws short jabs and a lot of kicks, and seems to be a little weaker; Cody is much more of an all-rounder in comparison, and Haggar is a slow, powerful brute of a man who sends foes crashing to the ground with devastating wrestling moves. Your goal, as ever in this genre, is to get from the left side of the screen to the right, pummelling enemies and collecting loot for points as you go; you’ll also be battling a timer that counts down at the top of the screen, though the pacing of the game is such that you’re never dawdling in one area for too long. The game is made up of six stages (referred to as “Rounds”), with each one comprised of a number of screens to add some visual variety and onscreen hazards to watch out for; plumes of fire, Molotov cocktails, and “granades” will set you alight and rolling barrels will send you flying but, on the plus side, these hazards will also damage your foes. Naturally, there’s a section where you’re confined to a rising elevator and must battle enemies as they drop in; you’ll also be forced into a caged ring to battle a couple of the game’s tougher enemies, though you can take advantage of the nearby weapons to even the odds in both cases. Finally, there are two bonus stages to break up the action and rack up some extra points; the first sees you kicking the shit out of some poor dude’s car and the second has you smashing glass panels. The time limit is quite strict for both, but I particularly struggled with the latter; the panels simply rotated when I hit them and wouldn’t break so I’m not sure what I did wrong there. Although there’s no end of level scoreboard or anything, you’ll want to smash up crates, phone booths, and barrels to grab loot as you can earn yourself an extra life with enough points. You also get to enter your name on the high score table and upload your score to the online leaderboards, so you’ll want to get as many points as possible if that sort of thing is important to you.

Team up with AI allies to tackle fifty floors of medieval madness!

Although Magic Sword features the same basic controls and the premise of getting from one side of the screen to the other, the gameplay is quite different. X and Y still allow you to attack but a meter also allows you to unleash a magical projectile and you can of course attack while jumping with A and B or whilst crouching and press attack and jump together for a screen-clearing magic attack, again at the cost of some health. Magic Sword is like a more action-orientated and chaotic version of Ghosts ‘n Goblins (Capcom, 1985); though one hit won’t kill you, you are beset by an endless, constantly respawning swarm of medieval and fantasy enemies and asked to crack open chests for keys, loot, and the occasional power-up or hazard. Drokmar’s tower is full of locked doors generally holding an ally prisoner; freeing them sees them join your quest and there’s a decent variety of AI-controlled partners to follow you about, from spear-throwing knights, to winged gargoyles, wizards, and ninjas. They have their own life bar and unique attacks and will be replaced with whoever you free next, so if you find one you like it’s best to not open every door you come across (especially as some hide enemies). An ally will also join your side after you enter a credit to continue and they’ll often drop loot and health after you free them. A second player can also join in the fight, though they’re basically a palette swap; AI partners will also unleash stronger attacks depending on how full your magic meter is, and you can acquire items to provide temporary buffs. There’s also a basic level-up system; I didn’t pay that much attention to it but you are awarded a new sword after every boss, changing the appearance of your blade and the projectile it fires (replacing it with flames or lightning, for example), and you’ll grow in levels as you progress but I’m not sure how as I was too busy focusing on the action. Gameplay is more basic than Final Fight but also far more hectic; this is a game designed to eat up your pocket money as there’s so much danger happening all around you, but the levels are nice short, bite-sized chunks of action so there’s definitely an addictive element as you want to keep getting higher and higher.

Graphics and Sound:  
Of the two, Final Fight is definitely the graphically superior; sure, there’s more happening at any one time in Magic Sword and the game’s faster and has more visual appeal thanks to its fantasy aesthetic, but Final Fight favours quality over quantity. Magic Sword’s sprites aren’t onscreen for very long to have many frames of animation and the avatars are required simply to perform basic functions so, while they look great, they’re not exactly the most detailed, especially compared to Final Fight. Guy, Cody, and Haggar all have very distinct visual identities that tell you everything you need to know about how they play and fight just by looking at them; Cody might be extremely basic compared to the hulking Haggar and skilled Guy but the range of animation in his combos is impressive for such a simplistic game. Both games feature some very appropriate and bopping tunes, though again I favour Final Fight’s as the soundtrack perfectly matches the beat-‘em-up gameplay and switches mid-level, too, though that’s not to say that Magic Sword’s fantasy-themed soundtrack isn’t suitably appropriate, just that it’s easy to dismiss when you’re ploughing through floors so quickly. Both games utilise large sprite art and text/dialogue to tell their story, but only Final Fight sees your characters strapped to a chair before a stick of dynamite if they run out of lives and includes them walking back through the previous stages as the credits play (though I still don’t get why Guy attacks Cody at the end…) There’s essentially at least fifty rooms to Magic Sword; many don’t look much different but are still unique enough and contain hazards such as falling axes, flaming pits, damaging water, and deadly spikes. A helpful compass, of sorts, at the top of the screen shows you whether you need to go right or, shock of shocks, left towards the nearest exit; though there’s no onscreen timer and most floors are pretty short, there are a lot of enemies onscreen and a timer will appear if you dawdle.

Both games have fantastic presentation.

While there’s a fair amount of depth and attempt at variety in Magic Sword’s environments, there’s no getting around the fact that you’re stuck inside a stone tower for the entire game save for the start, where you battle through a village, parts where you’re on the outside of the structure, and the finale, where you face Drokmar in a surreal, cosmic room. Some rooms feature an impressive shimmering heat effect to sell the notion of the boiling hot flames, others are overrun by vegetation or have strange Lovecraftian monstrosities in the background, and others have more of an Aztec/Egyptian flavour to them, but most are simply palette swaps of the same stone blocks and platforms. It works because each floor is so brief but there’s only so much you can do with that aesthetic; the developers could have leaned more into the elemental themes for a few floors, had some take place underwater or completely in forests, but that would probably be a bit out of place in a stone tower so you have to settle for crashing waterfalls, flame pits, and what looks like blood rapids here and there. By contrast, there’s quite a lot of visual variety in Final Fight; ironically, you spend more time on the city streets than in SEGA’s home console counterpart and will battle through the desolate slums, the subway (complete with flickering lights and moving subway train), a busy and dangerous factory, a construction site, and the elaborate inner sanctum of Belger, head of the Mad Gear Gang. There’s always something happening in the background, from barking dogs to enemies emerging from doorways to graffiti on broken toilet doors and chandeliers dropping from the ceiling. It’s a far more urban aesthetic, to be sure, and one that has been done to death in the genre, but it really works here thanks to the multiple transitions to different areas in each Round.

Enemies and Bosses:
Every scumbag and roided-up thug in Metro City is out to get you in Final Fight; each one has their own name (many of them being named after rockstars like “Axl” and “Slash” and “Poison”) and life bar, with some defeated in a couple of hits and others taking a bit more punishment. The basic skinheads and punks aren’t much of an issue, but they’re often accompanied by more skilled fighters who stab and toss knives at you, annoying buggers who quickly appear just to toss Molotov cocktails, cartwheeling hookers who hit you with flipping kicks, and larger thugs who have an annoying tendency to guard against your attacks. You’ll also face larger, more rotund enemies who charge at you from off screen, though you can still toss these with ease, and members of the “Andore” family; these hulking brutes have all the grace, finesse, and power of the late wrestling legend André the Giant and will charge at you with a body strike, effortlessly toss you aside with their meaty hands, and often spam a jump splash to easily drain your health bar. In Magic Sword, Drokmar’s forces encompass a wide spectrum of supernatural and fantastical foes, most of whom are defeated in a single hit: lizard-like gargoyles fly about throwing spears at you, skeletons attack with swords, wizards cause rocks to fall, summon lightning, or surround themselves with flame-spitting skulls while teleporting about, bats, poisonous rats (who temporarily keep you from attacking), and Mummies are all over, as are elemental dragon-type enemies who leap out of fire and water alike. Wandering spirits, mace-wielding ogres, raging bears, and large stone golems also inhabit the near-endless tower, as do strange rock monsters modelled after the Easter Island heads and little dragons who flutter about the place. Unlike the enemies in Final Fight, who can be “shy” and stay offscreen, Magic Sword’s charge at you head-on and never stop coming; you also will need to be wary of your partner in Final Fight as friendly fire cannot be disabled, unlike in Magic Sword where co-operation is often key to survival.

Three of Final Fight‘s bosses can be tough customers to take on, especially with a friend!

Six Rounds means six bosses to contend with in Final Fight, though you will have to face two (or three in two-player mode) Andores at once in a cage halfway through Round 3. Each boss except for one is joined by a slew of regular enemies but this can actually be beneficial as you can toss them into the boss to do some much-needed damage. The first boss, Damnd, is the only one who actively calls for reinforcements with a wolf’s whistle, briefly taking a powder from the action to do so. Apart from his flipping about and the usual tendency of this game’s bosses to just tank through your attacks, he’s not especially difficult to beat down but the fight can drag a bit with him hopping away for a breather. After fighting through the subway, you’ll end up in an underground fighting ring where you’ll face the far tougher Sodom; this hulking armoured samurai wields two katana that he slashes at you. Though you can disarm him and use them against him, be sure to jump away (or in for an attack) after doing so or knocking him down as he has a pretty annoying dash attack that can be hard to dodge. Next, you fight Edi. E, a rotund police officer who looks like a reject from the Village People and who beats you senseless with his truncheon when up close and fires bullets from the hip from a distance. Probably the most annoying boss is Rolento, a super-fast military man who jumps and rushes all over the place, leaping at you with a diving kick and raining “granades” all over the arena. He also whacks you with his little stick-thing when up close and can be a real pain to land a decent hit or combo on due to his incredible speed. Battling Round 5’s Abigail isn’t all that different to fighting an Andore, making him the most disappointing boss; he does have the biggest life bar of any enemy you’ve faced up until the point, though. Finally, after battling through a gauntlet of the game’s enemies in his elaborate headquarters, you’ll get to fight Belger; oddly, he starts the fight in a wheelchair and with Jessica held hostage, though this is soon destroyed by your attacks. Belger will wander and jump about firing and raining arrows with his crossbow; luckily, you can hit these out of the air and he’s not too difficult to defeat as long as you can keep up with him and stave off the endless hoards.

While you’ll face a lot of repeating bosses in Magic Sword, Lord Drokmar poses a real challenge.

Although Drokmar’s tower boasts fifty floors, there are only eight bosses to face and you’ll battle two of them three times each, just with slightly different palette swaps and attack patterns. The first of these is Quimyra, a Chimera-like creature sporting three heads (a dragon, a lion, and a ram), wings, and hooves. While the Skull and Queen variants (who are referred to as Chimeras) are surrounded by skulls, the first one isn’t, and the battle goes pretty much the same for all three save for the arena differences (with spike pits and other enemies and hazards occurring in later bouts) and the Chimeras being capable of spitting fireballs in addition to relentlessly pouncing at you. You’ll also face three different dragons: the first, the Gold Dragon, swoops about an elaborate throne room shooting lightning while you’ll have to battle the Emerald variant without the aid of platforms and a weaker version even appears mid-way through one floor of the tower. The final dragon is actually a blue, two-headed hydra; it attacks in very much the same way, though in an ominous cathedral and with added speed and a swirling fire attack. Aside from these reskins, you’ll also have to contend with two Celestial Serpents; these monstrous, skeletal worms snake out from an asteroid in the background and can be tricky to dodge as they’re so big, but they share the same health bar and have no projectile attacks so they’re technically the game’s easiest bosses. Finally, at the end of the game, you’ll face the demonic Lord Drokmar himself; this vile demon floats around the swirling arena blasting lightning bolts from orbs and his hands to create walls of flames. His attacks only increase as you do damage, with him adding wheels of flame to his attacks, but once you defeat him he’ll offer you the chance to take his place as the King of Evil or bring peace to the land by destroying his magical Dark Orb. What you choose to do is entirely up to you…

Power-Ups and Bonuses:
Compared to Magic Sword, Final Fight is a little lacking in this area; both games see you picking up loot (gold, jewels, and the like) for points and various food items (roasts, fruit, and such) to replenish your health but only Magic Sword sees you acquire useful items from chests that can aid your journey. The King’s Crown will increase your ability to take damage, the gauntlet increases your attack power, the crystal ball allows hidden chests to appear faintly visible, and the diamond ring allows you to befriend certain enemies, among other useful buffs. You can also acquire additional shields from chests and will be awarded new swords from boss battles that change the nature of your projectile attack, though be warned as these can both be sent flying out of your hands by certain enemies and attacks. Some chests contain hazards, but others also destroy all onscreen enemies, so there can be a degree of chance at work whenever you open a chest. In Final Fight, you’re limited to your individual character’s special attack and the weapons you can use against your foes; you’ll find knives, pipes, and swords all over the place, all of which are great for some crowd control but be careful not to stand over a pile of them or you’ll leave yourself wide open for an attack as you endlessly swap or pick up weapons.

Additional Features:
There are twelve Achievements up for grabs in Final Fight: Double Impact; five for Final Fight, six for Magic Sword, and one tied to both games. You’ll earn Achievements for beating Final Fight as all three characters, for finishing all Rounds in co-op, and for between every level using less than eighteen continues. This latter is true for Magic Sword, where you’ll also earn some G for completing all levels (which you might need another run at as it’s possible to find secret exits and skip a floor or two), finishing any level without being hit or using your magic, and for seeing both endings, all of which are more than do-able. The last Achievement involves unlocking all of the concept art and bonuses in the game’s “Vault”; this is achieved by competing a number of in-game challenges for each title, such as finishing levels in a certain time or with certain characters or within a set number of lives. This is where Final Fight: Double Impact’s true challenge lies as some of these can be very demanding, but it’s fun seeing them pop up (even if they can obscure the gameplay) and looking through the concept art and such. Also on offer in this version are save states (though these are somewhat limited; once you finish a game, you cannot replay that save and they only save from the last checkpoint, usually the start of a level, rather than literally where you were when you saved the game), display and border options, leaderboards, and the ability to pick between the remastered and original music. I have to say I really dig the menu interface for these options, which is done up like an arcade cabinet, and there is an option in Magic Sword to start from certain floors to help with those challenges and Achievements.

The Summary:
Even now, years after I first played this collection on the PlayStation 3, I’m a little confused by it; why did Capcom pair Final Fight with Magic Sword and not, say, the other two Final Fight games? Don’t get me wrong, it adds some variety to the package but it’s a bit of an odd pairing, to say the least. Still, the number of options and unlockable bonuses on offer make this an attractive collection; the in-game challenges add a nice bit of replay incentive and the Achievements are largely nice and easy to earn, but all of that pales in comparison to the gameplay. For me, Final Fight set the standard for what an arcade beat-‘em-up should be; three distinct characters, an urban environment filled with disposable goons, bigger, tougher bosses, and some fun bonus stages to break up the action. It’s not too short and not so long that it outstays its welcome; it may be missing a dash attack, but the combo animations, super moves, and weapons are all the template for the genre, to say nothing of the thumping techno-rock soundtrack and large, detailed sprites. And then you get Magic Sword as a bonus, an addictive if quickly repetitive sword-and-sorcery adventure that stands out from similar games with its AI allies, basic level-up system, and floor-based mechanics. These would also crop up in other arcade titles, from Capcom and by others, but they’re implemented well here, even if the title’s not as memorable as Final Fight. Ultimately, fans of classic, 2D sidescrolling brawlers from the arcade heyday should find a lot to enjoy from this double pack and I certainly found it to be hugely enjoyable, mainly because of the simple and impactful gameplay of Final Fight, and it’s a shame that this particular version of the game isn’t as easily accessible any more, but thankfully Final Fight is still out there to play and you should absolutely seek it out if you get the chance.

Final Fight Rating:

Magic Sword Rating:

Rating: 5 out of 5.

Rating: 3 out of 5.

Fantastic

Pretty Good

Have you ever played Final Fight: Double Impact? How do you think it compares to other versions of Final Fight, and which of those versions do you have the most experience with? Which character was your go-to in Final Fight and which of Magic Sword’s allies did you prefer to fight alongside? Did you struggle with any of the bosses and levels in either game and, if so, which ones? Were you able to unlock everything in the game’s Vault? Why do you think these two were paired together for this collection and would you like to see more arcade titles re-released for modern consoles? What’s your favourite beat-‘em-up videogame from this era of gaming? To share your thoughts on Final Fight and Magic Sword, pop down to the comments or leave a reply on my social media and be sure to check out my reviews of SEGA’s answer to Final Fight next week.

Game Corner [Sonic Month]: Sonic the Hedgehog (2006; Xbox 360)


Sonic the Hedgehog was first introduced to gamers worldwide on this day back in 1991 and, since then, has become not only SEGA’s most enduring and popular character but also a beloved videogame icon and, in keeping with tradition, I have been dedicating the entire month to celebrating SEGA’s supersonic mascot.


This review has been supported by Chiara Cooper.
If you’d like to support the site, you can do so at my Ko-Fi page.

GameCorner

Released: 14 November 2006
Developer: Sonic Team
Also Available For: PlayStation 3

The Background:
It always surprises me how often I see people online touting the myth that Sonic the Hedgehog (henceforth Sonic ’06) is some under-rated classic and worthy of your time and attention but this really isn’t the case. As a life-long Sonic fan, I first played it on the PlayStation 3 and, while I enjoyed the cutscenes and the soundtrack, I was unimpressed with the many glitches, load times, and dreadful gameplay experience and haven’t returned to it since finishing the main campaigns some seventeen years ago. Sonic ’06’s development is an interesting story; intended to celebrate the franchise’s fifteenth anniversary, Sonic co-creator Yuji Naka was eager to reinvent Sonic for the then-current generation of high-definition consoles and even had the game take the simple title of Sonic the Hedgehog to indicate its status as a series reboot (despite its numerous narrative ties to previous Sonic games). Tools like the Havok engine allowed the developers to use new lighting options, a day and night system, and craft a far more realistic setting for Sonic and his friends, who were redesigned to better fit in with this aesthetic. Two characters whose gameplay greatly benefitted from the Havok physics engine were Shadow the Hedgehog, who was able to drive and pilot a variety of vehicles, and newcomer Silver the Hedgehog, whose telekinetic powers gave him more options for interacting with the environments. It wasn’t long, however, before Sonic ’06 ran into problems; Naka left the project, and Sonic Team, to form his own company, developing the cutscenes proved problematic, and the development team was split in two to develop a concurrent Nintendo Wii-exclusive Sonic title. Despite impressing with some pre-release footage, Sonic ’06 was met with universal derision upon release; while the graphics and music were seen as somewhat impressive, the level design and camera were heavily criticised, as was the awkward romance between Sonic and Princess Elise, and the game is generally seen as the worst in the franchise. Although it received a fair amount of downloadable content (DLC) following its release, Sonic ’06 was one of many sub-par Sonic games de-listed from online marketplaces for the longest time, and SEGA scrambled to make good on their next mainline Sonic title, which was the shot in the arm the franchise desperately needed after this travesty of a game.

The Plot:
Doctor Eggman kidnaps Princess Elise of Soleanna to harness the destructive “Flames of Disaster” within her, and only Sonic the Hedgehog can save her from his clutches. However, his quest is obstructed by the mysterious Silver the Hedgehog, who has travelled back in time to stop a disaster he believes Sonic causes, while Shadow the Hedgehog works to uncover the truth behind the evil spirit Mephiles, who has stolen his form.

Gameplay:
Sonic ’06 is a third-person, action/adventure platformer that divides its gameplay between three different main playable characters, three main story episodes, and largely attempts to focus on speed or action but also muddies its concept with janky physics, puzzle solving, and exploring a large hub world. Clearly taking inspiration from Sonic Adventure (Sonic Team, 1998), the game’s characters will wander around the large, mostly barren castle town of Soleanna, chatting to eerily lifelike non-playable characters (NPC) for hints or side missions when not taking on one of the nine main action stages. Also like in Sonic Adventure, you can only play as Sonic to start with and will unlock Shadow and Silver’s stories as you progress and encounter them and you’ll occasionally get to play as other characters during action stages and in the hub world as the story dictates, though this time you do get a rudimentary (often useless) compass to guide you around Soleanna and its other areas.

Run, grind, and spin about as Sonic but good luck controlling him in the awful Mach Speed sections.

Across the game’s three main characters and nine total playable characters, the controls are largely the same but each one has different abilities and play styles. Pressing A lets you jump or interact with characters, X will perform a special action, and you can use the Right Trigger to activate certain character abilities as dictated by a power meter that builds up as you defeat enemies (or stays constantly full if playing as Sonic). Sonic is, naturally, geared more towards speed; pressing A in mid-air will allow him to dash forwards towards the nearest enemy, spring, or other interactable object with the Homing Attack. Tapping X performs this super janky sweep kick and slide that allows you to slip under certain walls and often leaves you sliding about on your ass like an idiot, but holding X lets you charge up and release a Spin Dash. It’s worth noting that you cannot defeat enemies just by pressing A; even though Sonic’s in a ball as normal, this won’t inflict any damage and will cause you to lose Golden Rings, the life source of your characters. Sonic’s stages are full of dash pads, springs, loops, and other gimmicks designed to get him moving as fast as the sluggish game engine and messed up camera will allow; often, you’ll be battered about like a pinball and it’s usually better to simply relinquish control of Sonic or make very small inputs to the control stick or else you could miss a jump pad or just randomly fall through the environment. Sometimes, you’ll be told to “Jump!” and have to press A to hop from wall to wall to progress; other times, you can take a short cut on a rail, and you’ll soon acquire upgrades that let you dash along a trail of Rings with X (if the game actually registers your inputs) and perform a bounce move to gain extra height on your jump, along with other far more broken mechanics I’ll talk about later. Speaking of broke, though… Sonic has a unique gameplay feature wherein some stages will require him to “Speed up!” in a “Mach Speed” section. Here, Sonic will blast ahead at the speed of sound (or the closest approximation this sluggish engine allows), barely giving you any time to react to incoming obstacles and enemies. You’ll need to jump way ahead of time to clear these hazards, and sometimes the controls and camera will force you to run towards the screen or at an angle, practically guaranteeing that you’ll take damage, fall through the environment, or just be sent spiralling to your death. As a precursor to the later “Boost” mechanic, these are some broken, glitchy, messed up sections that can burn through your lives faster than the shit-ass collision detection and are easily one of the worst parts of Sonic’s gameplay.

Shadow’s geared more towards awkward combat and janky vehicle gameplay.

After clearing Sonic’s episode, I played Shadow’s story, which is kind of akin to the hard mode of the game (outside of the DLC). Shadow plays a lot like Sonic; he’s fast, performs a Homing Attack and Spin Dash, hops on the same rails and boost pads and uses the same gimmicks as Sonic, such as flying on an eagle and riding water currents. Unlike Sonic, Shadow’s gameplay is geared more towards activating switches, destroying stuff, and combat; kind of like in the under-rated Shadow the Hedgehog (SEGA Studios USA, 2005), Shadow can perform the Chaos Spear in mid-air by pressing X (or holding X to charge it up), which will stun nearby enemies, and you can mash A after a Homing Attack to do a little combo. More often than not, this will either miss or see you attacking thin air; while this often still damages enemies, so broken is this game, it usually leaves you vulnerable. Shadow can also perform the Light Speed Dash and he also has a meter that builds up as he defeats enemies; once full, he can pull off a “Chaos Boost” with RT that smashes certain rocks and seems to increase his attack power (but not his durability), and this can be upgraded with Memory Shards you purchase from shops. Although Shadow doesn’t pick up and use guns and weapons like in his solo title, he can hop into a number of vehicles; you’ll take the controls of buggies, motorcycles, hovercrafts, and gliders either as an option or by choice in order to progress. You can press Y to hop in and out, A to accelerate, X to reverse, and use the vehicle’s weapons with RT, though you can’t be too trigger happy as weapons will need to cool down or reload over time. When in the hang glider, the game switches to a kind of auto scrolling shooter and has you blasting enemies and obstacles and dodging hazards to not get hurt; the hovercraft allows you safe passage over quicksand and instant death water, but they can both be tricky to control and it’s not always clear where you need to go, with Dusty Desert requiring you to pass through a series of stone columns to open a door. Other vehicles, like the buggy and motorcycle, are more optional and often ill advised; it’s better not to have to contend with the buggy’s janky collision detection and tumbling physics in Crisis City but the motorcycle can help you to catch up to Dr. Eggman’s speeding train…if you can control its breakneck speed, of course!

Silver’s far slower and has to endure frustrating platforming and puzzles.

Last of all, I played as newcomer Silver, who’s this naïve little telekinetic hedgehog from a wrecked future who’s come back in time to kill Sonic. He’s basically Future Trunks but far more gullible. Of the three main characters, Silver is the slowest; he trots along like he has rocks in his boots and can neither Spin Dash or roll into a ball when jumping, though he can still bounce on springs and be propelled along (and through the environment…) by dash pads. His gameplay is significantly different thanks to his telekinesis, which allows him to float by holding A, grab incoming projectiles or nearby crates and objects with RT, and hurl them back at enemies or towards destructible targets with X. These powers are tied to his meter, which refills automatically as long as you’re not jumping, and Silver can also create paths, construct bridges, or turn girders and such into springs to progress onwards by holding RT on special glowing circular spots. Silver’s gameplay is much slower and more deliberate and more focused on exploration, platforming, and puzzle solving; side quests see him navigating through rings in platforming challenges, for example, or moving or tossing objects with his mental powers, and action stages are reconfigured to allow him to charge certain platforms to spring himself upwards, carry him across gaps, balance weights with boxes, or guide large balls of magnesium through laser traps. One of his most frustrating gimmicks crops up in Dusty Desert; here, you must use Silver’s telekinetic push (which can be used with a tap or charge of X) to knock giant billiard balls into holes within ten moves. Later, you have to hit one such ball down a narrow, winding corridor trying to avoid holes and such, which can be very tricky, and Silver’s piss-poor jump and expendable meter can make platforming across temporary and sliding platforms a chore in later stages.

You can briefly also control a bunch of slippery supporting characters who can break the game.

As you play through each episode, you’ll get the chance to switch to one of the other three playable characters mid-way through certain action stages as their paths cross, and each character is supported by two allies who occasionally follow them across Soleanna and throughout the action stages. Sonic teams up with Miles “Tails” Prower and Knuckles the Echidna, Shadow is joined by Rouge the Bat and E-123Ω “Omega”, and Silver falls in with Amy Rose and is supported by Blaze the Cat. Each of these has their own unique playstyles, though some are shared. Knuckles and Rouge can both glide and climb walls (though good luck detaching from some walls and fighting against the camera, which tends to freak out while following you) and can attack with punches and kicks (though not with their glide…), Tails can toss Dummy Ring Boxes at enemies with X and “snipe” at them by holding the button, which Rouge can also do with her bombs (though she can also place these on walls). Tails can also fly for a short time and will get a boost by flying through mid-air rings like in Sonic Adventure, while Omega can float along and awkwardly boost up to platforms with his jetpack, target multiple enemies by holding X or perform a big power shot by pressing X in mid-air. Amy uses her signature Pike-Piko Hammer to smash enemies, but its range is so short and broken that it’s hard to avoid taking damage; she also has a pretty broken double jump but is largely a shadow of her former Sonic Adventure self. Blaze is also pretty broken; she has this homing tornado attack that sees her just dart about like she’s possessed and can also perform a flaming twirl; she’s okay as long as you keep the reigns tight with her but she (and all of these “amigos”) are very slippery and unwieldy. Generally, you switch to them to platform across a small area, take out enemies, and hit switches but you’ll also switch to controlling them in the hub world for side quests and take on easily the most frustrating stages in the game in the final chapter. When playing as Sonic, you’ll also have to carry Princess Elise to safety a few times; in these stages, she’s constantly in your arms but you can still perform a version of your Homing Attack and she’ll even shield you from quicksand and water when you hold RT, though this is dependent on your meter.

Graphics and Sound:  
One of the best things Sonic ’06 has going for it is it’s awesome soundtrack; Sonic games have always had great soundtracks but, ever since the pop/punk-rock direction of Sonic Adventure, the 3D games just went from strength to strength during this time. The main theme, “His World”, is a suitably catchy tune from  Ali Tabatabaee and Matty Lewis of Zebrahead, while long-time Sonic collaborators Crush 40 performed an awesome cover of “All Hail Shadow” as Shadow’s theme. Even Silver’s disco-infused jive, “Dreams of an Absolution”, is pretty great and there’s even a sappy lyrical cover of Dreams Come True’s “Sweet Sweet Sweet” by Akon included. While the hub worlds don’t exactly impress in the music department, the action stages and boss battles all fare pretty well, with the music (like much of the game’s presentation) again harkening back to Sonic Adventure. Where the game falters, however, is in the voice acting; once again, the Sonic X (2003 to 2005) cast return and, once again, I remain unimpressed by Jason Griffith’s stilted, unenthusiastic portrayal of the character. Every word out of his mouth is lacking in emotion or passion and just sounds like someone reading a script, and Amy Palant is at her most grating as Tails but, to be fair, the script is absolutely awful at times with such cringe-worthy lines as “It looks like the princess has been moved to another location”, words not matching the subtitles, and even a botched take included. Thankfully, Mike Pollock is still great as Dr. Eggman and even Dan Green does a decent, if over the top, job as the unnecessarily dark Mephiles.

Despite the high-quality cinematics and music, this game is a laggy, buggy, glitched mess.

Graphically, the game is an equally mixed back; the high-quality cinematics are fantastic and another of the game’s few highlights, showcasing Sonic and his friends and enemies in all their glory. The cutscenes that use the in-game engine, however, aren’t quite as impressive; characters plod about like puppets, the physics are as all over the place as during gameplay, and there’s a distinct lack of polish to these. The NPCs are even worse, flailing their arms about and yapping their mouths just to say “Thank you” and very few of them make an impression beyond the agonising load times. Any time you want to start a side quest, you need to talk to an NPC; accept their mission and you get a load screen, then the NPC says something like “Go for it!” and you get another load screen. Clear or fail the mission and you get another load screen, then another dialogue box, then the results screen…and then another load screen. Loading screens even interrupt the action stages as well, with new areas needing to be loaded in mid-way through and this can even screw up your run as you can be dropped into the action without warning, which can cause you to miss dash pads or get hit by enemies. While the gameplay is generally okay, the controls, overall, are as slippery and finnicky as the camera; the camera never seems to be where you want it, freaks out for no reason, and is a constant source of frustration but sometimes the game just won’t register your inputs, or randomly decides it doesn’t need any inputs…until it does…or you just run head-first into an obstacle or through the environment and to your death. There are times where characters glitch out, erratically flailing all over the place, times when you can walk on vertical surfaces or ceilings, and times when the ground suddenly loses its collision detection. Collision detection, on the whole, is broken to all hell in Sonic ’06; you’ll pass right through objects, enemies can fire at you through walls and doors, and the entire game’s performance suffers as bad as an 8-bit title sometimes when too much is happening on screen.

Stages are varied, but nothing new and basically rip-offs from Sonic Adventure.

Sonic ’06 is also a bit weird in terms of its environments; taking the real-world-meets-fantasy premise of Sonic Adventure and really running with it, the game takes place in a castle town that’s similar to Venice or Europe but, while Soleanna looks pretty, it’s very lifeless and there’s not much to see or do. Action stages are accessed using mirror gates, which is a step down from Sonic Adventure, and many are just poor recreations of gimmicks from that game; we’ve got a beach (complete with killer whale), a snowy mountain (complete with snowboarding section and giant snowball), a volcano level (which includes a frustrating light puzzle that you’ll be doing at least three times), and even the Egg Carrier shows up again (though you don’t get to visit it here). You’ll also cross a desert (complete with instant death, barely tangible quicksand), a swamp-like jungle filled with ruins and featuring springboard lilies and turtles to ride, and storm through Dr. Eggman’s underwater base, which is full of annoying bubbles of magnesium and glass doors but does have some interesting visuals in its aquarium motif. Two of the worst stages in the game are Kingdom Valley, a ruined castle-like environment full of water and collapsing columns, and Crisis City, an apocalyptic city full of fire traps and besieged by a raging tornado. For the most part, the visuals actually aren’t too bad; the level of detail in Crisis City’s destruction is a stark contrast to the bright, cheery joy of Wave Ocean, and there are a few unique gimmicks in each stage; sometimes you’ll be jumping over mace-filled sand waves, or springing from ropes, or racing across the surface of the water desperately hoping that the game will stay stable, but mostly you’re just charging to the finish, ranking be damned, and trying not to die.

Enemies and Bosses:
For the most part, Sonic ’06 does away with the traditional Badniks and replaces them with very Sonic X-esque mechs; these military-style robots drop from the sky and hobble about shooting missiles, bullets, and plasma shots at you and, upon destruction, will fill your meter and award you points for your score ranking. Some hover in the air shooting lasers, some are smaller and more akin to Badniks and can be destroyed by targeting their leader, and some are much bigger, shooting their arms at you and requiring that you knock them down to target their power core. As the story progresses (or sooner, depending on who you play as), you’ll also battle Iblis Monsters that are very similar to the Black Arms from Shadow the Hedgehog; there’s leaping and fire-breathing lizards, flaming bats that swoop down at you, big projectile-spitting worms that burst up from the ground at the worst moments, and large magma-like titans who hurl rocks at you. Sonic and Shadow can chain together successive Homing Attacks to get past all of these, each of which slows the action down with a life bar, but Silver and Tails and the like will have to resort to throwing stuff at them. For the most part, they’re just obstacles, as annoying and inconvenient as the spikes and spike walls and flame plumes, but they’re incredibly generic for Sonic enemies and get repetitive very quickly.

Dr. Eggman’s contraptions are sadly few and far between, and quite repetitive.

There are eleven bosses in Sonic ’06; three are fought by all three main characters in slightly different locations in the story, two are rival battles, four are exclusive fights, and one is, obviously the final boss. First, let’s talk about Dr. Eggman’s massive mechanical monstrosities, the Egg-Cerberus and the Egg-Genesis, though neither are much of a threat. The Egg-Cerberus races around the arena smashing down columns and towers, occasionally pouncing at you, and emitting a destructive shockwave that you need to jump over. Sonic and Shadow must avoid these attacks and then grind up the robot dog’s tail to Homing Attack the control antenna on its head, then you need to awkwardly direct the machine to run into a wall to damage itself. When you’ve dealt enough damage, it’ll jump to the background and let Egg Gunners shoot at you before trying to squash you, and the fight is made trickier with Shadow as he has that janky melee function. The Egg-Genesis is much easier by comparison; this floating battleship fires missiles, Egg Fliers, and Egg Gunners at you and can only be damaged by attacking the glowing core underneath it (as Sonic) or by sending missiles and objects flying at its arms and core as Silver, Omega also battles this boss in the DLC, though this is even easier thanks to his greater arsenal of weapons, however you do have to be careful to avoid its high-powered homing laser attack and its suicide run when it’s health is drained. The only time you’ll battle Dr. Eggman one-on-one is in Sonic’s story in a variation of the Egg Viper boss from Sonic Adventure; floating amongst the clouds outside the crumbling Egg Carrier, Dr. Eggman will attack you from the Egg-Wyvern, swooping by and firing projectiles at you, blasting a big homing shot, and destroying your platforms with its harpoons. When it swoops over the gantry, you need to quickly Homing Attack the antenna and try and cause it to fly into some debris; Dr. Eggman will then send out some pods you can attack to hit him directly but, again, he’ll try and obliterate you with a suicide run near the end so be on your toes.

Iblis comes in many monstrous, frustrating forms, though Mephiles is ridiculously easy.

Another recurring boss is the flaming demon who has ravaged the future, Iblis. Essentially the fire counterpart to Chaos, this mindless beast is encountered in three different forms, with Silver having to battle two that are exclusive to him. Sonic and Shadow will battle Iblis’s second form inside a volcano after clearing Flame Core; this is a slow and boring battle that can get very annoying as you basically have a few rock platforms to jump to and Iblis will routinely cause more to drop from the ceiling while also destroying some in its attempts to attack you, which almost always manages to hurt you. Hop over the platforms to one of the three orbs and wait for Iblis to prep for its jump, dodging any flaming projectiles it sends your way. When it’s about to jump, activate the orb with a Homing Attack and Iblis will get stuck, allowing you to attack its weak spot on its head, and then the whole thing repeats with Iblis’s attacks becoming more aggressive and it even trying to ram you for the final hit. Silver battles Iblis’s first and third form at the start and end of his story and on a 2.5D pane; in the first encounter, Iblis blasts flaming rocks at you and tries to crush you with entire buildings, but you can simply avoid these attacks and telekinetically toss its projectiles back at it to break away its rocky outer shell. The last battle is a bit trickier; Iblis is constantly moves towards you, again raining projectiles across a small stone platform that it will chip away at until it’s completely destroyed. Iblis also sends out flaming shockwaves that you either need to jump over or stand under and conjures a massive flaming comet to throw at you. However, don’t be intimidated by its size; simply catch it with your telekinesis and send it back to the creature along with any other projectiles you can; eventually, it’ll collapse near your platform and you can float over to use the psychokinesis pad to deal big damage. Shadow also gets two exclusive battles against Iblis’s other half, Mephiles; in the first fight, you need to continuously attack his mini shades until you can perform a Chaos Boost, which will draw him out from your shadow and allow you to land Homing and melee attacks. After enough damage is dealt, you’ll switch to Omega and finish him off with the robot’s massive cannons, but you won’t have any help in the second battle. This time, Mephiles is protected by a shield and conjures large, laser-firing shadow monsters that you must defeat to build up your meter. Activating Chaos Boost again draws Mephiles out so you can attack him, though he darts about to make himself a harder target, commands his shades to swarm you, and fires a massive energy ball at you before forcing you to chain together Homing Attacks to reach him for the final hit.

After struggling through the rival fights, all three hedgehogs power-up to defeat Solaris.

Like in Sonic Adventure, you’ll also have to take on rival battles against Sonic, Silver, and Shadow. The first of these is probably Sonic ’06’s most infamous legacy; when you face Silver in Soleanna, he’ll throw shit at you and, if you attack him directly or even face him, he’ll grab you with his telekinesis and send you flying with a cry of “It’s no use! Ta-ake this!” Literally nine times out of then, you’ll get locked in a vicious cycle where he does this over and over either until you’re dead or you have to restart as you keep collecting one Ring upon damage, but you can get around this. Basically, you need to grab some Rings and run around and far away like an idiot; you won’t be able to see Silver because the camera is awful but, eventually, you’ll here him cry “How about this!”, which is when he gathers up projectiles to throw at you; this is your chance to attack him but for God’s sake dash away immediately after or else he’ll grab you. This is slightly harder with Shadow as you can’t easily chain Homing Attacks, meaning you’ll end up attacking the air instead of escaping, and Silver tends to blast you upwards as well. When playing as Silver, these battles are much easier but can still be annoying; both Sonic and Shadow can attack from afar with their Homing Attacks and you’ll have to run around like a moron waiting for projectiles to pop back in for you to throw at them. If you’re able to keep from rage quitting when playing through the ridiculously hard final stage, with its instant-death time rips and wonky physics, you’ll take on Solaris in the final battle. Here, Super Sonic, Super Shadow, and Super Silver have to take it in turns to attack the raging Sun God; you can switch between them with Y (the other two will “collect Rings” in the mean time so you shouldn’t ever run out of power) and attack with X (Super Sonic charges ahead, Super Shadow launches and charges Chaos Spear, and Super Silver captures projectiles with LT and tosses them at Solaris). It’s not massively clear (ironically, unlike other Sonic games, the supporting cast doesn’t give you clear direction) but, to start with, you need to destroy Solaris’s arm with Super Silver, then the other arm with Super Shadow, and finish it off with Super Sonic all while it throws projectiles and screen-filling lasers at you. In its second phase, Solaris is much more aggressive but it’s pretty simple to stay out of range of its lasers and switch to whichever hedgehog it’s not shielding against to defeat (and probably for an S-Rank as well).

Power-Ups and Bonuses:
As in pretty much every Sonic game, Golden Rings are your life source; as long as you have at least one, you’ll survive most attacks and, with a hundred, you’ll earn an extra life. As ever, you’ll also find Item Boxes strewn around the action stages that’ll grant you a speed-up (practically a death sentence with this game’s wonky physics!), the rare invincibility, an extra life (which annoyingly won’t respawn if you die after a checkpoint), a bunch of rings (either five, ten, or twenty), or fill your meter so you can perform Chaos Boost or telekinesis. You’ll also spot rainbow rings around the place, which will give you a score boost and act as shortcuts, and there are a decent number of checkpoints (though sporadically; some stages need more, some don’t need any). When you finish a mission or action stage, you’ll receive a ranking based on your score, time, and performance; the higher your ranking, the more Rings you earn and can then spend at shops around Soleanna. This allows you to buy upgrades for Sonic, Shadow, and Silver, such as the Light Speed Dash, bounce, and Chaos Boost, but you’ll also be able to perform more powerful attacks as Shadow and Silver to stun nearby enemies. Sonic’s upgrades take the form of gems and change the colour of his shoes; you can switch between these with the directional pad and activate them with RT for some truly bizarre and game-breaking effects. Sonic can toss an emerald and teleport to it, stop in mid-air to charge his Homing Attack, blast ahead with Mach Speed at any time, shrink, create a magnetic shield to attract Rings, and whip up a tornado to deal damage though, honestly, I never used any of these and found most of them were either useless or didn’t work as intended.

Additional Features:
There are twenty-three Achievements up for grabs in Sonic ’06 and they’re all pretty rubbish. You get an Achievement for clearing each episode, and then finishing the last story, and another three Achievements for fully upgrading each of the three playable characters. You’ll also get Achievements for finishing the story on Hard mode, completing every side mission (easily accessible from the main menu, thankfully), and for finding and earning every Silver and Gold Medal in the game, meaning you need to complete every mission and stage with an S-Rank. Silver Medals are scattered throughout the stages and Gold Medals are awarded for clearing stages and, as I said, getting S-Ranks so good luck in obtaining all of them with this dodgy game! Sonic ’06 was also bolstered by some DLC, which includes an even harder difficulty setting, a boss rush, and the “Team Attack Amigo” pack. This is somewhat similar to the last stage of the game and has you playing through short sections of the main story as the supporting characters (Tails, Rouge, etc), culminating in a boss fight against the Egg-Genesis as Omega.  You’ll also unlock a sound test and movie theatre and can play a rudimentary multiplayer mode similar to the one seen in Sonic Adventure 2 (Sonic Team USA, 2001) in which two players either work together to find Chaos Emeralds or race against each other, but I can’t imagine anyone wanting to play this mess of a game with you.

The Summary:
This is the first time I’ve played Sonic the Hedgehog (2006) since I first finished it on the PlayStation 3 and there’s a damn good reason for that. Yes, surprise surprise, I do not hold Sonic ’06 in high esteem; for me, this is one of the absolute worst Sonic games ever made, and one of the worst videogames ever made, and nothing and no one will ever convince me otherwise. The potential is there, and that actually makes things worse; the high-quality cutscenes, the soundtrack, even some of the new characters and concepts are all very appealing. The call-backs to Sonic Adventure are fun…on paper, but the whole game feels like a downgrade and a poor imitation of that far superior and varied classic 3D Sonic title. But what really kills the game is the gameplay; Sonic ’06 is just all over the place, juggling too much and stretching itself too thin, and the game engine cannot handle it. Slowdown, glitches, and diabolical hit detection combined with ridiculous load times and an absolutely atrocious camera are enough to drag this game down but when you factor in the almost unplayable Mach Speed sections, the janky vehicle combat, and Silver’s slow, frustrating gameplay then you hardly have a winning formula. I give the game props for having other characters be playable, even in supporting roles, but they’re poorly implemented and it’s a missed opportunity to not allow the “Amigos” to be playable in every stage and mission. A lack of boss variety, unclear objectives, and some game-breaking shit like the Silver boss and Sonic’s upgrades only exacerbate the game’s issues; the side missions basically amount to defeating enemies or passing through rings and there’s just not much on offer to keep you coming back. Sonic ’06 is more than a slog; it’s like stumbling through quicksand and it throws some ludicrous roadblocks in your way, from racing to stop or destroy a train to desperately trying to dodge instant-kill hazards. To me, there’s little saving grace to this game; it certainly wasn’t the big reboot or return to form the franchise needed and was, instead, a slap in the face to gamers everywhere and a massively rush, missed opportunity for SEGA’s high-speed mascot.

My Rating:

Rating: 1 out of 5.

Terrible

Can you think of anything good about Sonic ’06 that isn’t the soundtrack or cutscenes? What did you think to Silver and the three different gameplay styles on offer? Which was your favourite and did you enjoy playing as the likes of Tails and such? What did you think to the story, Mephiles, and the never-ending quest to rescue Princess Elise? Did you ever find all the Medals? What’s your favourite Sonic game, good or bad? How are you celebrating Sonic’s anniversary today? Whatever your thoughts on Sonic ’06, share them down below or start the discussion on my social media.

Game Corner [Superman Month]: Superman Returns (Xbox 360)


In 2013, DC Comics declared the 12th of June as “Superman Day”, a day for fans of the Man of Steel the world over to celebrate Clark Kent/Kal-El/Superman, the superpowered virtue of “Truth, Justice, and the American Way” who is widely regarded as the first ever costumed superhero. This year, I’m spending every Monday of June celebrating the Man of Steel as I expand Superman Day to “Superman Month“.


This review has been supported by Chiara Cooper.
If you’d like to support the site, you can do so at my Ko-Fi page.

Released: 22 November 2006
Developer: EA Tiburon
Also Available For: Nintendo DS, PlayStation 2, Xbox

The Background:
As I mentioned in my review of the film, Superman Returns (Singer, 2006) was supposed to be a pretty big deal for DC Comics, Warner Bros. and Superman in general. Absent from cinema screens since 1987, Superman had seen a fair amount of representation in videogames in the intervening years and ever since 1979, but the Man of Steel has had a difficult history with pixels and polygons and it’s not as if videogame tie-in to movies have an esteemed reputation. Add to that the fact that Superman Returns didn’t exactly impress critically and the videogame tie-in was off to a troublesome start before it even released. Developed by a subsidiary of Electronic Arts, EA Tiburon (who had developed a handful of sports-based games for the publisher) and incorporating a large open world version of Metropolis that required players to minimise collateral damage, Superman Returns received mostly negative reviews and Superman has continued to struggle with transitioning into a successful videogame adaptation.

The Plot:
Acting as part-prequel- part-midquel, and part-retelling of the events of the film, Superman leaves Earth to investigate the remains of his home planet, Krypton. There, he incurs the wrath of the tyrant Mongul and, upon returning to Earth after five years, finds his arch enemy, Lex Luthor, enacting a diabolical plot for revenge involving Kryptonian technology while also battling some of his most notorious villains.

Gameplay:
Superman Returns is an open-world action game that places players in the cape and tights of the Man of Steel, as portrayed by Brandon Routh in the movie of the same name. The main objective of the game is to defend the impressively-realised and expansive city of Metropolis from a variety of threats using Superman’s awesome powers, all of which are available to the player from the moment the game begins. By pressing Y, players can take to the skies and can even rocket away by holding the button down. While it is a bit disorientating once you’re in the air, it doesn’t take long to adjust to it and it can be quite a thrill to blast through the air and between skyscrapers at Superman’s full speed. By holding down the Left Bumper, you can speed through the sky, going faster and faster until everything around you becomes a blur and Superman breaks the sound barrier, however it can be very difficult to make tight turns and avoid flying head-first into buildings when going at full speed. You can land with Y and, when on the ground, sprint at superspeed by holding LB, which is equally unwieldy at times.

Rocket through the sky at breakneck speeds or blast enemies with Superman’s array of powers.

You can target enemies with the Left Trigger and attack enemies with, primarily, X; repeatedly pressing X and adding in presses of Y and A will see Superman pull off more elaborate combos to deal more damage, although there is a significant input delay when trying to perform combos (in a change from most games, it seems that you have to press each button deliberately rather than as quickly as possible). Superman also has the full scope of his superpowers available to use as well; these are assigned to the directional pad and activated with the Right Trigger and allow you to blast at enemies with heat vision, freeze them with Superman’s freeze breath, or put out fires with his superbreath. All of these can also be augmented by double-tapping the direction and can even be worked into your combos but be sure to keep an eye on the power meter, which will deplete as you use your superpowers and take some time to refill (though you can speed this up by flying up into the sky to bathe in the sun’s rays). One of the constant problems with Superman videogames is that, thanks to the prerequisite for character’s to have a health bar, the Man of Steel is often neutered or susceptible to damage and death rather than being the powerful, superhuman hero he is known to be. Superman Returns comes up with a truly inspired solution to this problem; not only are Superman’s powers restricted by a power meter, not only does he come up against powerful alien foes and robots that are able to bash him about like a ragdoll, but he must also ensure that Metropolis doesn’t suffer too much damage from the constant barrage of attacks that befall it.

In an ingenious twist, Metropolis takes damage in Superman’s place.

Enemies will attack civilians, set fire to buildings, and the environment is highly destructible, meaning that cars, trees, walls, and other objects and parts of the environment can be used as weapons or destroyed and, if the city is damaged too much, Superman will fail his mission and you’ll have to either restart the chapter or reload your last save. Replenishing Metropolis’ “health” can be quite a chore; you can pick up injured civilians (one at a time) and carry them to a specific ambulance to restore a bit of the city’s health but the best way to bump its health back up is to get rid of all the enemies or the threat in play or reload your last save. Unlike the vast majority of videogames, Superman Returns doesn’t appear to autosave after you complete objectives and missions; instead, you can/must manually save from the pause menu, which also lets you view Superman’s combos, statistics, and the experience points (XP) you’ve accumulated. XP is earned by defending Metropolis from incoming comets, burning buildings, and attacks from aliens, robots, and Cadmus’ monstrous creations; when you gain enough XP, Superman will level-up and his superpowers will automatically become more powerful as a result. Superman Returns features a nice little mini map on the bottom left of the screen that shows you where enemies and ambulances are located and Superman will pick up cries of distress and be able to see objective markers thanks to his super-senses. You can also view the entire city map by pressing the ‘Back’ button but this really isn’t all that helpful as no areas, secrets, or places of interest are highlighted and the only place you can fast travel to and from is the Fortress of Solitude.

Gameplay gets extremely tedious and frustrating very quickly.

Gameplay gets extremely repetitive very quickly and the game’s pace is all over the place; you cannot progress the story until you’ve defended Metropolis from a certain number of random attacks, which occur either so sporadically that you’re flying around aimlessly like an idiot or happen so often and have so many enemies that it becomes annoying. You cannot just fly away from these incidents and ignore them, either, as that’ll cause a game over but, even though you’re playing as frickin’ Superman, you often end up getting bashed all over the place by a barrage of attacks and are forced to mash buttons to get Superman’s useless ass back into the fight. A certain amount of strategy is required to take on enemies, who can race away across the city or are vulnerable to certain superpowers, but it all gets very frustrating and mind-numbing very quickly. Incidents where you have to blast meteors from the sky, put out fires, save citizens, or tackle incoming tornados help to break the monotony up a bit but they’re few and far between.

Graphics and Sound:
Similar to the movie it’s based on, Superman Returns makes extremely poor use of John Williams’ iconic Superman theme; in fact, the rousing “DUN-dun-dun-DUN-DUN” doesn’t appear at all in the game and is replaced by a very generic soundalike that really undermines the entire experience. Stars Brandon Routh, Kate Bosworth, and Kevin Spacey all return to lend their likenesses and voices but, sadly, like many videogame adaptations of movies, the game’s interpretation of the film’s events leaves out many of the characters and sub-plots from the source material and provides only a very basic recap of the film as story-based missions.

While the cutscenes look terrible, Superman’s character model is okay, especially when he’s flying.

Plus, while these actors do lend their likenesses, only Superman appears as an in-game character model. The game’s cutscenes are quite low-quality, very blurry, and extremely limited in their detail and length but, thankfully, Superman himself looks mostly okay. When you leave him standing around, he’ll strike a heroic pose (the camera even automatically changes position for the best possible shot) and NPCs will continuous be in awe of his presence, feats, or begging for his help. Superman looks best, however, when flying at high speeds; his head and neck seem a little disproportionate to his body and, like many Xbox 360 character models, he looks a bit more like a malformed action figure than an actual person with a logical skeletal structure. Superman ragdolls around when attacked and seems quite unwieldy at times as he’s both superfast but also clunky and his attacks are slow and have a limited range; additionally, there are some wonky instances of cape physics as well but, still, it’s probably the best rendition of the character in a solo videogame I’ve seen yet.

Metropolis may be big and impressive but it’s incredibly lifeless and empty.

Superman’s enemies aren’t exactly much to shout about either; indeed, it seems like the developers put all of their time and effort into creating a vast city for you to fly around in. However, considering how good a job Superman Returns does of recreating Metropolis, it’s quite a dull and uninspiring experience; although cars drive through the streets and non-playable characters (NPCs) wander around the place, the city feels extremely empty and lifeless and there really isn’t that much to do or see beyond iconic buildings like the Daily Planet and areas such as Suicide Slum. Metropolis may be very grey and barren at the best of times but you can damage and interact with a fair amount of it (which is actually to your detriment as it’ll cost the city health) and the environment does change at the start of the game, where you fight Mongul and his warriors on Warworld, and in the final chapters when the city is bathed in an ominous darkness and a tumultuous thunderstorm but you never get to go inside any buildings or freely visit other environments so it all becomes very underwhelming and boring very quickly.

Enemies and Bosses:
There are three types of enemies Superman will have to defend Metropolis against: the alien forces of Mongul, killer robots created and controlled by John Corben/Metallo, and the various monstrous clones created by Cadmus. As you play though the game’s story, you’ll encounter each of these, and their many variants, in successive fashion and, by the end of the game, entire groups of different enemies will attack the city and its inhabitants. For the most part, enemies fall into some recognisable tropes no matter their appearance, being susceptible to heat vision or freeze breath or more vulnerable against objects (such as cars and debris) being thrown at them. Some are smaller and faster, zipping around on the ground or flying through the air and firing Kryptonite lasers, energy blasts, or elemental plumes at you; others are larger, requiring more combos to damage or blocking your attacks; and others will directly attack the environment to distract you with fires and such.

Bosses like Overcast and Metallo eventually grow to gigantic proportions.

You’ll learn the basics of combat at the start of the game, where Mongul forces you to fight his minions, Phalanx and Overcast, before taking you on himself. This teaches you how to engage with multiple enemies, use the environment to deal damage to gigantic enemies, and the importance of holding B to block or pressing B to quickly dodge behind opponents. Each group of enemies you face from that point on is directly related to the main villain who serves as the recurring and final boss of that particular chapter; thus, when trying to put a stop to Metallo, you’ll first have to stop his robot minions from attacking the city. Complete enough of these missions, and Metallo will spawn into the map and you can fight him; similar to the enemies you battle on Warworld, Metallo attacks by pummelling you, blasting you with a massive Kryptonite laser, shielding himself like a bitch, and spawning in minions to distract you. Like Overcast, Metallo eventually grows to enormous proportions and begins trashing the city, forcing you to hurl cars at him. Once you deal enough damage, he’ll try to destroy the city with a missile, necessitating that you chase after it and complete a quick-time event (QTE) to stop it and bring him down once and for all.

Unless you use your powers in the right way, Bizarro and Riot can be a right pain in the ass.

Next, a breakout at Cadmus Labs sees a whole slew of vicious, demonic monsters roam rampant around the city, attacking blimps and causing massive damage with their big explosive attacks. As if that wasn’t bad enough, Superman’s flawed doppelgänger, Bizarro, is also running rampant; compared to Brainiac, Bizarro is a much easier fight as it’s much simpler to avoid his lumbering attacks and land some combos on him. To put him down for good, however, you’ll need to chase after him and ram into him to stop him destroying the city with his heat vision and complete another QTE in a test of heat vision, all while desperately trying to fend off swarms of flying monsters who pummel you relentlessly. That’s nothing, however, compared to fighting Frederick von Frankenstein/Riot, who duplicates himself every time you land a melee attack and can only be defeated by blasting him and his doubles with your freeze breath and then your heat vision, which can get very tedious.

After taking out Mongul, you’ll battle Superman’s ultimate nemesis: a giant tornado!

In the game’s final chapters, Mongul arrives on Earth looking for revenge, bringing with him an army of Phalanx warriors and Overcast, with all three spawning into the map at inopportune times to cause massive amounts of damage. Battling Overcast’s gigantic form while also juggling an endless swarm of Phalanx warriors and contending with Mongul is a hell of a tall order but, thankfully, you can (and totally should) focus on Mongul alone in order to compete this story mission and can worry about the rest later. The opening of the game teaches you that Mongul is a cheap bastard who likes to constantly block your attacks and that’s true in the endgame as well but he’ll also attack citizens and cars and spawns in more and more minions the more damage you do. Personally, I found it easier to just keep throwing cars at him until he goes down. Ultimately, the game concludes with a series of deadly tornados threatening the city; you must blow and freeze them away, put out the fires they cause, and rescue citizens from their path before contending with Superman’s most deadly and iconic foe…a giant tornado! To dispel this swirling mass of destruction, you must blast its core with either your heat vision or freeze breath all while cars and debris relentlessly slam into you but, with enough patience, it’s pretty simple to bring this chore of a game to a close.

Power-Ups and Bonuses:
There’s nothing. Seriously, you fly all over the city fighting bad guys and righting wrongs and there’s literally nothing. The only way you can replenish health is to rescue citizens, stop whatever the current threat is, or reload your save and the only tangible power-up you get is from levelling-up. Unlike most videogames, you can’t freely spend your XP upgrading Superman’s skills individually, though; instead, his powers increase automatically, taking all agency and effort out of your hands entirely.

Additional Features:
Superman Returns has a whopping eighteen Achievements for you to earn; six of these are directly tied to defeating the game’s villains and finishing the story, while there are others for fully powering Superman up, defeating enemies with cars, lifting a certain amount of weight, or playing the game for twelve hours total (as if you’re ever going to bother doing that…). Sadly, despite the size of the city, there aren’t any fun Achievements tied to, say, knocking the globe off the Daily Planet or finding all the Planet Krypton restaurants or even finding much of anything for that matter.

Rescue kittens, race against Mr. Mxyzptlk, or cause destruction as Bizarro!

That’s not to say that there isn’t nothing else to do in the game; there are a hundred kittens hidden throughout the city that you can find for an Achievement and, at various points around the map, you’ll encounter Mister Mxyzptlk who’ll challenge you to completing increasingly-challenging races against him. These are quite fun but by far the most entertaining side mission are the instances where you get to play as Bizarro and cause as much damage as possible in a time limit. You can input some cheat codes to make the game easier but you won’t earn any Achievements (except for a 0G one) if you do this. As you play and level-up and explore, you’ll also acquire trophies to view in the Fortress of Solitude and unlock a couple of additional suits for Superman, which is nice, but there’s really not much to entice you back to this game once you’re done trudging through this God-awful borefest.

The Summary:
Superman Returns may very well be the most accurate and impressive Superman game I’ve ever played; being able to fly through and across an impressively-rendered recreation of Metropolis is a real blast and giving the city a life bar instead of Superman was an ingenious solution to the problem of having Superman take damage or be killed when he really shouldn’t be. Sadly, though, these aspects are the only real saving graces of this game, which is clearly a rushed cash-in produced solely to tie-into the movie. The story is basically nonexistent, the combat and gameplay extremely repetitive and boring, and the presentation is wildly inconsistent as, while the city and Superman look pretty good, the cutscenes and music and dreadful. In the end, only die-hard Superman fans will really be able to enjoy this one and, for the rest of us, it’s just a quick game to plough through to increase your Gamer Score that is more monotonous and frustrating than fun and entertaining so I’d say that it’s best avoided.

My Rating:

Rating: 1 out of 5.

Terrible

Have you ever played the videogame adaptation of Superman Returns? If so, what did you think to it? Did you enjoy the wide, open world of Metropolis and the feeling of having Superman’s full abilities at your fingertips? Were you also disappointed by how empty the world is and how tedious the gameplay was? Which of the game’s villains was your favourite and why and what did you think to how the game expanded upon the plot of the film? What is your favourite Superman videogame and would you like to see something like this tried again but with a bit more time, effort, and money put into it? How did you celebrate Superman Day this year and what are some of your favourite Superman stories?

Game Corner [Sonic Month]: Sonic the Fighters (Xbox One)


Sonic the Hedgehog was first introduced to gamers worldwide on 23 June 1991 and, since then, has become not only SEGA’s most enduring and popular character but also a beloved videogame icon and what better way to honour SEGA’s supersonic mascot than by celebrating his birthday all throughout June.


This review has been supported by Chiara Cooper.
If you’d like to support the site, you can do so at my Ko-Fi page.

GameCorner

Released: 28 November 2012
Originally Released: June 1996
Developer: SEGA
Original Developer: SEGA AM2
Also Available For: Arcade, GameCube, PlayStation 2, PlayStation 3, Xbox 360

The Background:
As you’re probably aware, Sonic the Hedgehog (Sonic Team, 1991) was a massive success for SEGA; it catapulted them ahead of their rivals, Nintendo, and changed the face of the “Console Wars” forever. Sonic the Hedgehog 2 (SEGA Technical Institute, 1992) not only continued that success but also catapulted Sonic into mainstream popularity. SEGA were quick to capitalise on Sonic’s popularity, licensing the character out for comic books, cartoons, and all kinds of merchandise and producing a number of spin-off titles for all kinds of consoles and placing Sonic into many different genres, from racing games to puzzle games and, of course, a fighting game. Sonic the Fighters (also known as Sonic Championship) was developed by SEGA AM2 after the team were spotted dabbling with Sonic character models during the development of Fighting Vipers (SEGA AM2, 1995), whose game engine formed the basis of Sonic the Fighters. I was lucky enough to play Sonic the Fighters at SEGAWorld back in the day but, for many, their first experience with the game was when it was released as part of Sonic Gems Collection (Sonic Team, 2005). Although the game has been criticised for being nothing more than a basic fighting title, Sonic the Fighters was eventually brought to PlayStation 3 and Xbox Live as a digital title that not only gave the game a new coat of paint but also added additional characters and gameplay modes.

The Plot:
Doctor Eggman and his new version of Metal Sonic, Mecha Sonic Model. 29 (or “Rocket Metal”), have constructed a spherical battle station, the Death Egg II in orbit. Sonic, his allies and some disreputable types, are each in possession of one of the eight Chaos Emeralds but Miles “Tails” Prower’s Lunar Fox rocket ship can only seat one so they decide to hold a one-on-one tournament to determine who will fly up to stop Dr. Eggman.

Gameplay:
Sonic the Fighters is a 3D polygonal fighter in which you pick from one of eight playable characters and battle the other remaining fighters on a series of garish 3D planes, including a mirror match against a monochrome double of your character, before blasting up to the Death Egg II and battling Metal Sonic and Dr. Eggman. You can select from series staples Sonic, Tails, Amy Rose, Knuckles the Echidna, and Espio the Chameleon and some of the franchise’s more obscure characters Fang the Sniper (also known as Nack the Weasel), Bark the Polar Bear, and Bean the Dynamite. Whichever character you pick, you’ll be tasked with pulling off a variety of rapid-fire punches, kicks, and special attacks using the Y, B, and A buttons in co-ordination with other buttons and directional inputs. You can throw your opponent, duck and sidestep attacks, and raise a barrier by pressing X to block incoming attacks. If your opponent shatters this barrier, though, and you run out of barrier energy, you’ll be left stunned and vulnerable so it’s best to time the use of your barrier to when it’ll be at its most useful. You can also press back, Y, and B to expend some of your barrier’s energy and enter “Hyper Mode”, which will bestow you with some sparkles and increase your speed and attack stats.

Each character has a variety of special moves tailoured to their unique physical attributes.

As a 3D polygonal fighter, Sonic the Fighters allows for a series of basic combos and character-specific special attacks that are awkwardly pulled off using directional inputs and button presses or combinations and change depending on where you’re standing and the position of your opponent, meaning that it’s easy to enter a button combination and simply spam the same moves over and over again. Each character controls a little differently and focus on a slightly different method of attack: Sonic is all about his trademark Spin Dash, Tails can charge at opponents head-on using his twin tails like helicopter blades, Knuckles can glide across the screen, Amy wallops her foes with her Piko-Piko Hammer, Bomb tosses a variety of bombs, Fang uses his rapid-fire popgun, Espio tosses opponents around with his tongue, and Bark is all about the grapples and high-impact punches. Each is just different enough to add a bit of variety to the fast-paced and simplistic gameplay, with Amy favouring barriers, Bark being slower but hitting harder, and Espio being notably aggressive in his attack but you can easily just mash at the buttons and come out on top more often than not.

Sonic the Fighters is all about fast-paced, frantic, cartoony combat and very little else.

Perhaps fittingly, fights in Sonic the Fighters are extremely quick and frantic; health bars seem to drain extremely quickly, especially when you’re hit with a few frenzied punches or a throw or two, and it won’t take you longer than ten minutes or so to blast through the arcade ladder on the easiest setting. You can customise the difficulty of the single-player arcade mode, the length and number of rounds, and set the strength of attacks and number of barriers characters have from the main options menu, which can make the game easier and harder depending on your setup, but it’s a rapid fighting game that bombards you with colours, cartoony slapstick, and a quick burst of adrenaline rather than being a deep or complex fighter. Unlike a lot of fighters, there’s very little to break up the action in Sonic the Fighters; there’s no bonus stages or mini games to worry about and variety only comes into play in the garish and colourful stages and the brief little cutscenes that play in the game’s final stages. Every time you play the game, you’ll battle the same opponents in the same order in the same stages, which only adds to the game’s repetitive and predictable nature, and the only option you’re really given to try and spice up your fights is that you can press the Start button to switch the perspective to slightly behind your character (though I found this a bit disorienting for a one-on-one fighting game).

Graphics and Sound:
Characters are brought to life in the finest polygonal graphics the arcades had to offer; fighters are large, colourful, and extremely expressive, spewing Golden Rings every time they’re hit, squashing when hit with big moves, and reacting with an over-the-top, cartoonish slapstick that really adds to the game’s charm. And, honestly, it’s a good job that these aspects are present in Sonic the Fighters as these kind of graphics (while impressive and trend-setting at the time when the industry was swamped with traditional 2D fighters) really haven’t aged well at all. Seriously, games like Virtual Fighter (SEGA AM2, 1993), Soul Edge (Project Soul, 1995), and Tekken (Namco, 1995) might have shown what the next generation of home consoles and 3D polygonal graphics were capable of but they look pretty ass these days and Sonic the Fighters is no exception with its harsh edges and blocky textures. Still, the game is very bright and colourful and really pops out at you…well, I say “pops” but really it screams in your face with how vibrant and garish it can be. Every character stands out from even the most colourful backgrounds thanks to their large, blocky size, cartoonish expressions, and vivid, recognisable colour schemes (Sonic is a stunning blue, Fang is a unique purple, and Bark is a big cream-coloured polar bear, for example). The character designs really are spot on, with each character having their own unique little quirks and animations to help them stand out; Fang bounces on his tail like a pogo stick, Tails flails his arms around in a little flurry, and Bean haphazardly tosses his bombs with reckless abandon.

Stages are vivid and mostly based on the franchise but very restrictive and a bit bland at times.

The game’s final bosses only continue this, with Metal Sonic rendered beautifully in 3D (he is probably the most smooth and impressive of all the game’s characters) and even Dr. Eggman’s little mech looking both cute and perfectly in character (if a bit small). Each of the game’s eight characters has their own stage and the majority of these stages are based on recognisable Zones from across the Sonic franchise but, ironically, the four core characters (Sonic, Tails, Knuckles, and Amy) seem to have been slightly misplaced in these stages. You’d think that you’d face Sonic in the Green Hill-inspired South Island and Knuckles in Mushroom Hill but, actually, you face Knuckles in South Island and Espio in Mushroom Hill, which is a bit odd. Fang, Bean, and Bark and all perfectly placed in Casino Night, Dynamite Plant (which seems like an amalgamation of Chemical Plant, Oil Ocean, and Metropolis Zone), and Aurora Icefield, however. Stages are limited to a very small, restrictive 3D plane that, yes, you can freely navigate around using movements and sidesteps but they’re not very big. You won’t have to worry about ring outs, however, which is good, and you can smack your opponent into, and bounce them off of, the walls of each stage, which can produce comical sounds from the Sonic sound effects library. One area where the game really excels in its music; jaunty, upbeat, energetic tunes accompany the start, end, and duration of each round and it (like the game’s general aesthetic) reminds me of the look and sound of Sonic 3D: Flickies’ Island/Sonic 3D Blast (Traveller’s Tales/Sonic Team, 1996) and even the Sonic the Hedgehog original video animation (Ikegami, 1999). When you win a round, you’ll also view an instant replay of the last few moments of the fight, much like in Tekken, and a handful of quick, simple cutscenes (which utilise the in-game graphics) show Dr. Eggman copying your fighter for the mirror match and relay the general plot of the game as well as the dramatic ending that sees you battling against a strict time limit.

Enemies and Bosses:
As a one-on-one fighting game, you’ll be tasked with battling every character in the game in your quest to secure the eight Chaos Emeralds and take on Metal Sonic and Dr. Eggman. No matter who you pick, though, two things are guaranteed: one is that you’ll battle a monochrome double of yourself and the other is that you’ll face the same fighters in the same order every time, meaning you can prepare accordingly for the unique traits of each fighter without being taken by surprise, though it does make the single-player arcade ladder very predictable and repetitive. I played the game on the easiest difficulty and found that the first few fights were pretty much a walk in the park: Knuckles is extremely unaggressive and rarely even tries to launch an attack against you, Amy likes to hide behind her barriers to drag out the battle, and Bark, for all his size and power, is pretty easy to dominate with the faster characters. Things always seem to take a turn for me when I go up against Espio, who appears to be much more aggressive in his approach, and Fang, who is extremely cheap to both play as or fight against since his popgun just blasts projectiles with relentless abandon.

Once you get past the tough Metal Sonic, you’re given just fifteen seconds to take out Dr. Eggman.

Once you conquer all of the fighters and secure the eight Chaos Emeralds, you’ll rocket up to the Death Egg II and do battle with the game’s toughest opponent yet: Metal Sonic. Metal Sonic is a fast, aggressive move thief, busting out a version of Tails’ helicopter drop and Knuckles’ glide by rocketing across the screen like a torpedo. He can also blast out a large laser from his chest and drain your health bar with just a few combos and is easily the most frustrating opponent in the game made all the more annoying because of the game’s dodgy controls and requirements to properly pull off special moves. Once you finally take out Metal Sonic, though, the Death Egg II’s self-destruction sequence begins and Dr. Eggman comes stomping out in his little pincer mech and tries to keep you from escaping before the space station explodes. For this battle, you’ll automatically be placed into a permanent Hyper Mode but, on the flip side, you’ll also be given fifteen seconds to defeat Dr. Eggman in a single round fight and, if you fail, it’s game over. Thankfully, Dr. Eggman is no real threat (at least on the easiest setting) and you can simply trounce him in no time at all by spamming whatever attacks and combos you know before he even has a chance to unload his best attacks against you.

Power-Ups and Bonuses:
There’s no extraneous power-ups or onscreen collectibles to worry about in Sonic the Fighters; it’s about as bare bones as you can get for a fighting title and the only power-up you have at your disposal is the Hyper Mode, which can be activated for a few seconds at the cost of some barrier energy and can help turn the tide if you’re struggling. If you manage to reach Metal Sonic without losing a single round, and score the win in the first round against him, you can activate your Hyper Mode to transform into Super Sonic for the remainder of the game. Obviously, this only applies when you’re playing as Sonic and no other character gets this buff and, unfortunately, there’s no way to play as Super Sonic outside of this requirement but it’s pretty cool to wreck Metal Sonic and Dr. Eggman as a fully powered up Super Sonic if you’ve got the skills and luck to activate this form.

Additional Features:
There are twelve Achievements for you to earn in Sonic the Fighters and you should probably be able to get them all in one quick playthrough without any real difficulty. Seven of the Achievements are earned simply by completing the arcade mode on any difficulty; you’ll also nab another from playing arcade mode and battling your monochrome doppelgänger and, as long as you press the attack against a defending opponent, you’ll most likely grab another at the same time, too. The only ones that you might have to think a little harder about are ‘A Small Transformation’ (which requires you to get squashed by Amy’s hammer attack), ‘Perfect’ (which requires you to complete one round without being hit), and ‘Honey the Cat’ (which requires you to press Start when selecting Amy).

This version of the game adds three extra fighters to play as, which is a nice touch.

Speaking of Honey, this character was officially added to the game’s playable roster of fighters in this console port, which is very much appreciated. You can also play as Metal Sonic and Dr. Eggman by pressing Start when selecting Sonic or Bean, respectively, but you can only play as these two outside of the arcade mode, which is a bit of a shame. Equally disappointing is that other cut variants of the bosses were still inaccessible even in this game and that there’s no way to play a one-on-one fight against a computer-controlled opponent outside of the arcade mode. You can, however, fight against a friend in both couch co-op and online and compare your scores and winning streaks with others with the online leaderboards but, sadly, that’s it; there’s no gallery or character models or anything, which is a bit of a shame.

The Summary:
Sonic the Fighters is a fairly decent little blast of fun that should keep you satisfied for about, maybe, half an hour at the most. The arcade mode is a breeze to blast through in about ten minutes, depending on your skill level and the difficulty settings you set up, and there’s some fun to be had playing as each character and basking in their vibrant, animated 3D models. As an obscure entry in the Sonic franchise, you could do a lot worse and it’s great seeing Fang, Bean, and Bark brought to life in 3D and given a chance to shine. I’ll never understand why it took SEGA so long to bring these fantastically-designed characters back into the franchise and that, and my brief experience with the game at SEGAWorld, means I have a bit of a soft spot for this mostly forgotten entry in the franchise. However, it can’t be denied that Sonic the Fighters isn’t really that good of a gaming experience or a fighting game; it’s bright and vibrant and full of quirky, cartoonish charm but there are definitely better 3D fighters out there from the same time and the game is just too fast and too frantic for its own good, meaning it’s a disappointingly short and underwhelming experience that is only worth your time because it’s kinda cheap, the Achievements are dead easy to get, and you can breeze through it easily enough even when facing the game’s cheaper, more frustrating opponents.

My Rating:

Rating: 2 out of 5.

Could Be Better

Are you a fan of Sonic the Fighters? Which of the game’s roster was your favourite and why? What did you think to the game’s aesthetic and gameplay? Did you struggle with the controls and button inputs or did you discover a depth to the gameplay that I missed while madly mashing buttons? Did you ever play Sonic the Fighters out in the wild or did you first experience it when it was ported to home consoles? Would you like to see SEGA attempt a Sonic fighting game again sometime, maybe in the mould of the Super Smash Bros. series (HAL Laboratory/Various, 1999 to present)? Whatever your thoughts on Sonic the Fighters, leave a comment down below.