Game Corner [Turtle Tuesday]: TMNT: Tournament Fighters (Xbox Series X)


Ever since Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) first debuted, the franchise has enjoyed worldwide mainstream success thanks to action figures, cartoons, and videogames. Since I found some free time this December, I’ve been spotlighting four such videogames every Tuesday of this festival season.


GameCorner

Released: 30 August 2022
Originally Released: 4 September 1993 (Mega Drive / SNES) / February 1994 (NES)
Developer: Digital Eclipse
Original Developer: Konami
Also Available For: Mega Drive, Nintendo Entertainment System (NES), Nintendo Switch, PC, PlayStation 4, PlayStation 5, Super Nintendo Entertainment System (SNES), Xbox One, and Xbox Series S

The Background:
There was only one franchise that dominated childhoods back in the late-eighties and early-nineties and that was the Teenage Mutant Ninja Turtles (or Teenage Mutant Hero Turtles for Brits like me); beginning life as a violent pastiche of comic book tropes, the TMNT’s popularity exploded into the massively successful cartoon and action figures, live-action movie adaptations, and many videogames. Spearheaded by Konami, the TMNT were equally successful with their arcade beat-‘em-ups and their home console ports, but this was also a time when Capcom had changed the face of both arcades and the competitive fighting scene with the many iterations of Street Fighter II: The World Warrior (Capcom, 1991), which was great success on home consoles and inspired a slew of knock-offs looking to cash in on Capcom’s success. The TMNT were amongst these with this one-on-one tournament fighter, which released in slightly different versions across three platforms at the time; the games took inspiration from the cartoons, movies, and the Archie spin-off comics but, while the 16-bit titles aped the combos and special moves of Street Fighter II, the 8-bit version had more in common with the likes of Yie Ar Kung-Fu (Konami, 1984) due to the NES’s limitations. Of the three, the SNES version was positively received despite being a Street Fighter II knock-off, the Mega Drive version was criticised for its sluggish controls and lacklustre presentation, while the NES version was seen as ambitious but unsurprisingly limited. All three games were lost to the midst of time, available only through emulators or extortionately expensive physical copies until they were included in this Cowabunga Collection alongside a host of other games and quality of life features.

The Plot:
The Turtles and their allies take part in a one-on-one tournament. In the Mega Drive version, the heroes battle across the alien worlds of Dimension X to rescue Splinter from their archnemesis, Oroku Saki/The Shredder, and their evil clones; in the NES version, the Shredder challenges them to defeat his latest plot for world domination; and in the SNES version, the heroes battle on a fighting game show to prove their mettle and earn some cold, hard cash.

Gameplay:
Regardless of which version of Teenage Mutant Ninja Turtles: Tournament Fighters you choose to play, the game is a standard 2D, one-on-one fighting game, with the 16-but versions of the game heavily borrowing their controls, combat, and presentation from Street Fighter II. Each game comes with a different roster of fighters, with ten fighters selectable in the SNES version, eleven available in the Mega Drive version, and seven in the NES version. Each version of the game allows you to customise the gameplay in some way, such as setting the difficulty level of the game (which directly impacts the ending and bosses you face), changing the time limit and amount of rounds to win (with the games defaulting to the standard best of three rounds), setting the speed of the game, setting the amount of credits you have to continue laying upon defeat, and eve setting the strength of your character and your opponent to establish any handicaps. These features don’t carry across to every version of the game, and some are slightly altered (the SNES version represents difficulty on a zero to seven scale, for example, while the NES uses a simple Easy, Normal, and Hard designation), but these options are generally consistent to those seen in Street Fighter II.

Each game sees you pummelling foes with a variety of moves and special attacks.

Combat, however, is a slightly different story and varies somewhat between each version; while the SNES version benefits from the additional buttons and mimics the directional input and button presses of Street Fighter II to pull off special moves, the Mega Drive and NES versions are limited by their control scheme layouts and the general presentation of the game. Indeed, the SNES version is more like Super Street Fighter II Turbo (Capcom, 1994), running much faster at its maximum speed and aping similar button combinations, while the Mega Drive version is far slower and reminds me more of the original, somewhat clunky first release of Street Fighter II. The NES version, as mentioned, is more like Yie Ar Kung-Fu and features little in the way of complex button combinations and special moves due to the limitation of the NES hardware. In the SNES version, you have two different types of punches and kicks; A and X launch a “normal” punch and kick while B and Y throw “fierce” variants. You can press up on the directional pad (D-pad) to jump and launch flying kicks and punches; when up close to an enemy, you’ll grab them and toss them in a unique throw move and you’ll use directional inputs and button presses (down, diagonal down-right, right, X, for example) to pull off each character’s special moves. When not playing in the game’s story mode, you’ll gradually fill up a gauge underneath your life bar; when this is full, you can use another simple button combination to unleash a devastating “Ultimate-Attack” that, unlike your regular attacks, actually damages the opponent through their block (though if they attack you during it you’ll fail and it’ll deplete if you don’t use it in time). Much of this is true of the Mega Drive version, but with some notable differences; there’s no special attack gauge, for starters, and no “fierce” attacks, you simply use X to punch and A to kick, and press Y to pull off a taunt (that seems to have no function). To pull off stronger attacks, you need to press the D-pad towards the opponent and then press X or A; you can still grab and throw your foe but special moves seem a lot harder to pull off (not least because the button inputs are missing from the strategy guide) and the game’s sluggish pace makes combat inconsistent and frustrating. It’s still more complex that the NES version, though; here, X punches and A kicks and that’s about it; you can use directional inputs and button presses to pull off special moves, but they’re extremely basic and the TMNT don’t even fight with their signature weapons in this game! Each game features a stun mechanic like in Street Fighter II, though; deal enough damage in a string of attacks and your opponent will be momentarily dazed and wide open for another combo or throw.

Although it lacks Nintendo’s bonus stages, the Mega Drive version has instant replays…

Some versions of the game do allow you to alter the button layout if you’re not happy with the default, and all three versions allow you to block by holding back on the D-pad (a mechanic I’ve always found awkward in fighting games; I much prefer a dedicated block button) but the SNES version also allows you to flip away from incoming attacks but only the NES version allows you to run towards your opponent by double tapping the D-pad. Each version also comes with a few gameplay options; you can take on the story mode (where you’re limited to playing as the TMNT), with cutscenes and a map screen (in the Mega Drive version) furthering the narrative between each bout, battle against a friend (or against the computer in the NES version), watch or practice the game in the SNES and Mega Drive versions, or take on a standard tournament mode. This also differs greatly between each version, with the SNES version taking the form of a broadcast and game show and featuring pre- and post-match dialogue and even tossing in a bonus stage where you rack up extra points and gold by smashing open safes in a bid to help break up the monotony. Although this is absent from the Mega Drive version, whose tournament simply goes from one fight to the next, every match is followed by an instant replay), bonus stages do appear in the NES version; here you have to smash through walls in the dojo for extra points, and all three will tally up certain criteria (health remaining, time left, whether you took damage or not) when you’re victorious to add to your score and this is the only version of the game to feature a high score table.

Each version offers a pretty tough challenge even on the easiest difficulty.

Each game comes with a natural, steady, and expected difficulty curve that I find is typical of most fighting games but synonymous with Street Fighter II; your ability to succeed will depend on how adept you are at pulling off the awkward special attacks and combos, especially as special attacks and throws deal way more damage than your regular attacks. The enemy AI, even on the easiest settings, is incredibly cheap in all three versions; your opponent will block almost constantly, is consistently able to attack and throw you through your attack animations, and they’re far more aggressive and skilled than I was, meaning I either had to fight hard and fast or be on the defensive. The difficulty and gameplay sliders can help with this, especially in the Mega Drive version, which allows you to reduce the rounds to win to one and set your speed and power to give you an advantage. Since the SNES version is the fastest of the three, combat can move at a breakneck speed, with rounds turning out of your favour in the blink of an eye, and you’ll be immediately at a disadvantage as you need to play on at least difficulty level three to even battle to true final boss and see the game’s best ending. This is even more demanding in the Mega Drive version, where you need to play on level eight to get the true ending; this version is so hampered by its plodding speed that it’s easy to get trapped in an unbreakable combo string and stunned into oblivion by your hyper-aggressive opponents. The NES version can be both paradoxically difficult and easy at the same time; there’s little benefit from picking one fighter over another as they’re all so limited but some, like Hothead, make for bigger targets while others, like Casey Jones, appear to be more agile. Either way, the limitations of the hardware make this a mundane back and forth affair that’s more about who can grab the power-up first rather than requiring any in-depth skill like the SNES version.

Graphics and Sound:  
Obviously, all three games look and sound very different. Of the three, the SNES version is the clear winner in terms of overall presentation; the game features more sound bites, big, bright, and well animated sprites and backgrounds, and the music is clearer and has more kick to it. The emphasis on story and cutscenes means there’s far more opportunities for big, partially animated sprite art here, with April O’Neil reporting on and interviewing characters before and after bouts and every fight in story mode being proceeded by dialogue between the fighters and the TMNT travelling to each location via their signature blimp. The characters in this version are clearly modelled more like the cartoon, with a hint of the live-action influence here and there, and they’re all large and full of attack and reaction frames. Sadly, the same isn’t true of the Mega Drive version; even the title screen and character select screen aren’t as impressive, though the game does include more palette swaps and some different fighters compared to its SNES counterpart. Sprites are smaller, however, duller, and seem to be missing some animation frames; everyone seems far meaner and more surly, as well, making this a very gritty and moody experience that seems to owe more to the original Mirage Comics, but it’s pretty obvious even to a die-hard SEGA fan like me which version has the better overall presentation. Naturally, the NES version is the most inferior in terms of graphics, character, and stage selection; however, while the TMNT don’t sport their signature weapons, they do have their own unique green palettes to separate them and the character designs seem to be drawing more from the first live-action movie than anything else. You won’t find much in the way of animation and variety here but it’s pretty ambitious, really; sprites have some decent details and special attacks, but the game suffers from black bars eating up a lot of the player’s screen.

Presentation varies between the three, with the SNES being the clear superior.

Naturally, the stages you’ll fight in follow very much the same format; the SNES version features a variety of large and detailed environments set largely on Earth, with some even featuring destructible elements to smash your opponents into like in Street Fighter II. Also like in that game, you’ll see background characters and elements and characters cheering and watching the fight, including TMNT staples like Bebop and Rocksteady, Baxter Stockman in his fly form, and various Foot Soldiers. There’s always something going on in the SNES version, whether it’s a giant octopus, a band performing on stage, or a news report recording the action, and this version also includes better, more detailed and varied story cutscenes and even character bios in its attract mode. Comparatively, the Mega Drive version is an immediate disappointment; cutscenes are smaller and less interesting and the backgrounds, while surreal and often disturbing, are far more muted and feature almost no animation and absolutely no interactable elements. As this version of the game features a planet-hopping narrative, there are some bizarre stages to choose from, from an ice world complete with a submarine to an ocean planet with a sinking ship in the background, to the bleakness of the cosmic abyss, but it’s all so dull and lifeless even when there’s giant cycloptic magma creatures and dinosaurs looming in the background. Again, the NES version is hampered by its hardware and includes only four stages: the sewers, a subway station, the galley of a pirate ship, and the rooftops of New York City. This latter is the most impressive stage, showing the city and the Statue of Liberty at night and in all its 8-bit glory, and is preceded by a rare cutscene to set the stage for the final battle against the Shredder.

Enemies and Bosses:
As with all fighting games, every available character will eventually be your enemy at some point; button codes and the Cowabunga Collection’s enhancements allow you to play as the boss characters in the 16-bit versions of the game and the Mega Drive version even includes and practise mode to help you get to grips with your favourite character. Essentially, however, there’s minimal benefit to picking a certain character in each version of the game; all of them sport special moves that can match each other, with every character sporting projectiles, grabs, and powerful rushing or slamming attacks to deal heavy damage. However, there are some notable exceptions; as mentioned, Hothead is a unique character in the NES version, sporting a chunkier sprite and breathing fire, meaning his hit box is a little larger and the character is a little slower. In the Mega Drive version, Casey Jones can set bombs as traps, while characters like Chrome Dome and Krang can cover distances from a standstill with their extending arms and legs. Even on the easiest setting, the SNES version puts up quite a fight; I struggled against War in the first battle simply because of his ridiculous rolling throw and large swiping claws, and the Shredder proved quite formidable here thanks to his dashing uppercut, his flurry of punches, and his cheap tactics of spamming low kicks. The Rat King also proved a unique foe in this version as he relied more on wrestling moves, snatching you out of the air and grabbing you midway through your attacks to slam you to the ground, and you’ll really get a sense of how good or bad you are when you face off against your character in a mirror match.

You’ll need to challenge the game’s highest difficulties to achieve the best endings.

These are spiced up a bit in the Mega Drive version through the inclusion of evil clones, who sport a purple palette swap and constantly dog your progress throughout the game. The Mega Drive version also includes a unique character, Sisyphus, an alien beetle who spits a blue projectile at you and unleashes a rapid-fire horn attack. He’s not the only unique character, however; Ray Fillet, April O’Neil, and a Triceraton are also included in this version of the game, while Wingnut, Aska, and Armaggon round out the SNES roster, with each one bringing their own strengths and weaknesses. April was a surprisingly decent character to use as she has a very cheap crouching spam attack that’s great four countering the game’s aggressive enemies, but you can never count out the titular turtles, who can send ground sparks, spinning cyclones, and twirling kicks your way at any moment even in the NES version. Krang only appears as a boss in the Mega Drive version of the game; naturally, you battle him in the Technodrome as the penultimate boss and he’s able to extended his arms, slide at you with a kick, and fire missiles high and low from his robot body but his sprite just isn’t large or intimidating enough to evoke a sense of danger. Both 16-bit versions include the same final boss, Karai, who can only be fought on higher difficulty settings; on the SNES, you fight her on top of a speeding train, whereas you battle her in a traditional dojo on the Mega Drive. In both, she’s easily the most formidable fighter, which is accentuated on the SNES thanks to her larger sprite; she’s capable of crossing the screen with a devastating cartwheel kick, tossing out projectiles, diving from high above with flying kicks, and is overall a pretty tough customer thanks to her martial arts kicks and overly aggressive AI. Thanks to its limited roster, the Shredder is your final foe in the NES version of the game; fought on a rooftop like in the movie and original comic, Shredder again has a dashing uppercut, a flaming flurry of punches, and can send a ground shot your way but goes down just as easily as every other enemy in this version of the game.

Power-Ups and Bonuses:
As Tournament Fighters is styled heavily after Street Fighter II, for the most part, there aren’t any in-game power-ups for you to utilise. The SNES version includes that special gauge outside of the story mode, which is good for a dramatic finish, but this is completely absent from the Mega Drive version. The NES version, however, does feature a power-up; at some point in every battle, Splinter will drop a red ball into the arena, which you can collect by pressing down and X. While the exact button inputs aren’t explained, and it seems incredibly temperamental, you can then launch this ball at your enemy to deal massive (and, usually, decisive) damage and this will be your key to victory in almost every bout. Be warned, though, as your foe is also able to pick up the ball and you’ll lose it if you take too much damage.

Additional Features:
The additional features on offer differ somewhat between each version of Tournament Fighters but there is some overlap; each version includes a story and a tournament mode and allows players to go head-to-head, selecting their character, stage, and handicap modifiers as you’d expect from a one-on-one fighter. Each game includes a variety of endings depending on which character you play as and the difficulty you set the game to, encouraging multiple playthroughs if you can stand to tackle this game again. Of course, the Cowabunga Collection adds even more features to these games; you’ll get a generous 100G Achievement for completing each game, however, you need to beat each one of the higher/highest difficulty level and battle Karai for this to pop. You can also use the Left Bumper to rewind the gameplay and bring up save states and display options with the Right Bumper, which also allows you to look through the strategy guide for tips and move inputs, which is much appreciated. In addition to viewing each game’s box art and manuals, exploring their soundtracks, and switching between the American and Japanese versions, you can enhance each game in various ways: you can choose to play as the 16-bit bosses, access additional stages, increase the game’s speed, and enable extra lives, remove sprite and slowdown from the NES version and allow for Hothead versus Hothead fights if you wish.

The Summary:
Teenage Mutant Ninja Turtles: Tournament Fighters is a tough one for me. I’m really not the best at Street Fighter II and similar knock-off fighters; the button inputs and aggressive opponents always throw me off and playing these games is often more frustrating than fun. The TMNT aesthetic certainly suits the format; all of the character have unique attacks and represent both the cartoons, comics, toys, and movies from the time and anyone who’s ever played Street Fighter II, especially on home consoles, will be immediately familiar with the 16-but versions of the game. For me, the SNES version is the clear winner; not only does it look and sound the best of the three, it plays a lot better and there are far better opportunities for combos and special attacks. The story and tournament modes are also presented in a much more visually impressive way, the stages are livelier and more interesting, and the game is bolstered by the faster combat and fluid gameplay. It pains me to say it being a big SEGA fan, but the Mega Drive version just can’t compete with its SNES counterpart; everything’s smaller, grimier, and so slow and clunky. I actually prefer some of the roster here, having read a lot of the TMNT’s Archie Comics as a kid, but the gameplay and presentation lets these additions down considerably. Naturally, the NES version is the inferior of the three but, even so, it does a decent job with the limitations of its hardware. One-on-one fighters are never a good option on inferior hardware and the TMNT definitely benefitted more from their 8-bit sidescrolling adventures and brawlers, but there’s some ambitious elements here that make it an interesting option, at least, though it’s hard to believe anyone choosing to downgrade or settle for the NES version of the far superior SNES version. Overall, if you’re a fan of one-on-one fighters and Street Fighter II, you could do a lot worse than to give the SNES version of Tournament Fighters a whirl; the other two are worth a quick playthrough for a boost to your gamer score but I can’t see myself picking the Mega Drive or NES version on future playthroughs since the SNES version just leaves both in the dust with its superior options, gameplay, combat, and presentation.

Mega Drive Rating:

NES Rating:

SNES Rating:

Rating: 2 out of 5.

Rating: 1 out of 5.

Rating: 3 out of 5.

Could Be Better

Terrible

Pretty Good

What did you think to Teenage Mutant Ninja Turtles: Tournament Fighters? Which of the three did you own back in the day, or is your favourite to play in this collection? How do you think it compares to other one-on-one fighters, especially Street Fighter II? Which character was your favourite to play as in each version? Were you disappointed by the dip in graphical quality in the Mega Drive version? What did you think to the NES version and how it utilised the system’s limitations? Would you like to see another one-on-one tournament fighter from the TMNT? What did you think to the additional features added to the Cowabunga Collection? Whatever your thoughts on Tournament Fighters, go ahead and share them in the comments below.

Game Corner: Soviet Strike (PlayStation)

Released: 31 October 1996
Developer: Electronic Arts
Also Available For: PlayStation Network and SEGA Saturn

The Background:
The Gulf War had finally ended by March 1991 after nearly six months of bloodshed that left thousands dead, though the conflict was clearly an influence on developer Mike Posehn when he built upon the air rescue mechanics of Choplifter (Dan Gorlin, 1982) to create Desert Strike: Return to the Gulf (Electronic Arts, 1992). Focusing on nonlinear, mission-based gameplay and eschewing typical videogame mechanics, Desert Strike became one of the Mega Drive’s top titles; its two sequels introduced new vehicles and environments while retaining the core gameplay mechanics but were similarly praised despite criticisms about the formula becoming stale. By 1996, the videogame industry was moving away from traditional 2D graphics and into the third dimension; the battle for supremacy between SEGA and Nintendo was upended by a new contender, Sony’s PlayStation, and the Strike series found a new home there after development of a 3DO continuation stalled. Reportedly, Mike Posehn assisted in the game’s early development before a larger team took over, redesigning the 16-bit graphics and environments into something altogether more lifelike by superimposing real-world topography onto polygonal maps. To better map out the game’s new perspective and approach, the team built replicas of their maps out of plywood and was the first game in the series to feature full motion video (FMV). Soviet Strike has been received rather fairly; reviews praise the graphical leap forward, the FMV sequences, and the gameplay and mechanics. While the difficulty, perspective, and some aspects of the presentation were also criticised, Soviet Strike was followed by a fifth and final entry the following year and even made it onto the PlayStation Store in 2009.

The Plot:
After the disintegration of the Soviet Union, former KGB Chairman Uri Vatsiznov (a.k.a. the Shadowman) seeks to fill the power vacuum and spark an international war. Only STRIKE, a special covert operations unit, has the weaponry and capability of opposing Shadowman, and the player must once again pilot an Apache helicopter to fight back against Shadowman and his nefarious comrades.

Gameplay:
Unlike its predecessors, which opted for an isometric perspective to create the illusion of being 3D in a largely 2D era of gaming, Soviet Strike switches to a top-down perspective, with the camera placed above and slightly behind the player’s fully armed chopper. The game does offer the option to switch your viewpoint using the ‘Select’ button, but all this seemed to do was swing the camera back around to its default position in the rare instances where it gets twisted around by the in-game action. Thanks to the additional buttons and movement options offered by the PlayStation’s graphical superiority, Soviet Strike both plays very similar to its predecessors but also expands the controls somewhat: the game offers four different button layouts, but the default is more than adequate, allowing you to fire your Hellfires with Circle, chaingun with X, and your Hydra Rockets with Square and adding a fourth, more powerful missile – one assigned to your wingtip – with Triangle. The previous games allowed you to “jink” but I found little use for this ability; here, it’s mapped to L1 and R1 and is very useful for “sidestepping” out of the way of incoming fire. L2 allows you to drop whatever cargo you’re carrying (though this was only necessary in one mission so could’ve just been an automatic function to discourage you from accidentally destroying vital cargo), R2 changes the heads-up display to remove the ammo, fuel, and armour so you just have the compass or remove everything entirely to more closely resemble the 16-bit games, and you can pause the game and review the map and current objectives with the Start button.

The PlayStation’s power offers a new perspective and enhanced presentation to the classic gameplay.

The map is now far more realistic than in the previous games and took me a little while to adjust to but is actually more useful than ever; at times, you’ll get onscreen notifications about mission objectives and can view these by pressing start, but you can also cycle through your mission objectives, enemies, and notable resources and have each highlighted on the map to make plotting an optimal route even easier. You can read up on each mission, enemy, and resource, review the status of your current objectives, and get a better sense of the story from this screen as well, though there’s still no way to manually quit the game without failing the mission and being forced back to home base. Although Soviet Strike doesn’t offer analogue support and you can’t select a co-pilot this time around, you can customise your chopper with a number of loadouts: you can balance your ammo across all weapons, focus on your missiles, or even head into battle with just your chaingun; you can also customise your wingtip loadout to give you the powerful sidewinder missiles, additional fuel, or disrupt the enemy’s radar. As ever, you’ll automatically winch up resources (fuel, ammo, and armour), targets (prisoners of war (POWs), enemy commanders, scientists, and the like), and cargo (nuclear cores and missiles) just by flying over them, though I found the new perspective made it a little tricky to properly target these, and the game completely goes away with the building collision seen in its predecessors; now, you’ll automatically fly over any structures in your way, which is helpful for maintaining your armour though at the cost of a level of realism. As ever, you’re given three lives (known as “attempts”) to complete each of the five campaigns and must complete a variety of missions within each campaign; the scoring system has been done away with, however, but, while the password system returns, you can manually save after completing each campaign.

Mission objectives are more of the same, though with a greater focus on action and destruction.

Strangely, considering the additional power of the PlayStation compared to 16-bit consoles, Soviet Strike doesn’t include any other vehicles or gameplay modes other than the main chopper, meaning that the variety on offer is more akin to Desert Strike than its sequels. Additionally, the missions you’re tasked with completing are extremely familiar to those from previous games and range from destroying radar sites to reduce the number of onscreen enemies, rescuing POWs and other targets and dropping them off at one of five different landing zones (necessitating a bit of back-and-forth traversal as you can only carry six passengers at a time), destroying enemy buildings and airfields, and disabling enemy ships. If you fail any one of these missions, either by being too trigger happy or not being fast enough to destroy or rescue certain targets, the entire campaign is scrubbed and you must return to base to try all over again from the beginning, though you’re often asked “only” to rescue a certain number of targets rather than all of them. As you progress through the game, some objectives will be hidden from you or unavailable until you complete others or pick up key intel, and the game maps are generally arranged in such a way to promote successive progression from one objective to the next. Things soon get quite nuanced as you must rescue an agent before he’s gunned down by a firing squad, drop him off and defend his position as he sets charges, enters a nuclear plant, or calls in an airstrike, dispose of nuclear missiles by dropping them into the sea, fend off a landing assault and, in the third campaign, destroy waves of different enemy tanks and vehicles as they move to converge on a number of different target sites. Enemies will now target friendlies this time around, destroying your resources and attacking villages and such, and you’ll sometimes be notified of additional side missions as you go, though you can ignore all of these without punishment if you wish. By the time you reach the fifth and final mission, things become extremely delicate; you must defend key targets from enemy attacks, rescue government officials before they’re killed, hunt down and destroy a number of bomb trucks before they destroy the city bridges, and defend your co-pilot as she races around the city to get a dignitary to an airport, all of which can get quite stressful as you have to redo the entire campaign from the start if you fail at any point.

Graphics and Sound:  
Naturally, Soviet Strike is a step up from its predecessors; almost everything is rendered in the finest polygonal graphics the PlayStation has to offer and given a gloss of realism that was ambitiously attempted in the 16-bit titles but not fully realised until the jump to 32-bits. Your helicopter is a fully functioning 3D model, one that easily and smoothly cuts through the air and can “jink” aside from incoming fire; it even starts to smoke when you take enough damage and will burst apart in a ball of fire when being shot down. Enemy vehicles are similarly rendered, appearing to be faster and more versatile as a result, and you’ll encounter the same level of fun detail applied to the various structure sin each environment; drilling rigs, chemical plants, power stations, and the glory of the Kremlin are all brought to life as well defined 3D models, most of which can be destroyed either as part of your mission, to uncover resources and targets, or to cost you your chance at completing the campaign. Although everything has been given a bit more substance and appeal through the shift to a fully 3D perspective, the overall presentation remains very similar to its predecessors, and you won’t really find anything new on offer here in terms of visual variety. Generally, though, everything runs very smoothly; the load times are pretty fast and I noticed very little slowdown during my playthrough, though there were instances of texture warping and screen tearing at times as was common in many PlayStation titles.

Soviet Strike is bolstered by in-game music, 3D models, and cheesy FMV sequences.

Despite the power of the PlayStation, however, the game is still limited to five campaigns and five locations, without any additional gameplay mechanics or options afforded to the player. Similar to how the first game was restricted to the desert, Soviet Strike sets all of its action in various locations in Soviet Russia, though there is some visual variety on offer; you start off in a rural area surrounded by snowy mountains, venture to a heavily fortified dock and sea, attack airfields in a frozen wasteland, and even venture into the desert once more, now far more interesting to look at thanks to the rocky terrain. You’ll also visit Transylvania, complete with wolf howls, radioactive dumping grounds, and suitably gothic aesthetics, and the bustling cityscape of the Kremlin for the final mission. There are a few fun things to spot here and there, from moose to people sunbathing on the beach and friendly villages, all of which can be destroyed. The game also includes in-game music for the first time; it’s nothing spectacular and simply comprised of thumping beats, but its greatly appreciated. There’s also a fair amount of voice work on offer as your co-pilot and passengers offer advice, praise, and reprimands, and the game’s story is entirely related through choppy, frantic FMV sequences that are full of the cheese and over-the-top acting you’d expect from this era of gaming.

Enemies and Bosses:
Although coated with a fancy new 3D coat of paint, most of the enemies you’ll encounter throughout Soviet Strike are largely and functionally the same as those from previous games. The game offers gun-toting soldiers and their rocket launcher variants, who can hide in towers, bunkers, and stream from armoured vehicles to attack the targets you’re trying to rescue, as well as various jeeps and tanks that roll around the map. Anti-aircraft turrets and cannons are also commonplace and should be targeted as soon as possible, though you’ll obviously want to avoid or take out the enemy’s larger missile-firing ordinance as soon as you can. Some campaigns see snowmobiles, jet skis, and Hind helicopters join the fray, as well as amphibious tanks and some enemy placements being hidden in buildings. It’s important not to fire away willy-nilly; not only to do risk expending your limited ammunition but you could also hit a vital target and cost yourself the mission if you’re not too careful, and the game’s new perspective can make hitting enemies a little tougher this time around so it’s always a good idea to make use of the “jink” function and to take cover behind buildings wherever possible.

Waves of enemies, armoured tanks, and escort/defense missions take the place of boss battles.

As before, Soviet Strike doesn’t feature any traditional boss battles; instead, you’ll need to do your fare share of retrieving, defending, and destroying targets. At first, this isn’t too much of a stretch as long as you don’t accidentally destroy the villa you need to be infiltrating in the first campaign but every time you need to defend a target you’ll be faced with waves of tanks. Enemies even spawn in to attack the scientists who are key to preparing a salt mine and deactivating a nuclear core in the Transylvania campaign, but the biggest test here is airlifting eleven of them out of an incoming blast zone with no onscreen time and the landing zone being a fair distance away, meaning it can be pretty hairy making the round trip to get everyone to safety. The second campaign sees you sinking enemy submarines, cargo ships, and a large, heavily defended carrier, some of which must be destroyed before they can escape which can be easier said than done if you’re running low on resources. Similarly, the third campaign can be quite the endurance as you must destroy waves of incoming enemy vehicles before they can destroy friendly settlements; ammo and other resources are scattered about but these are some of the game’s deadliest enemy vehicles and they advance in large groups, meaning it’s easy to cut get down by the crossfire. While flying about the Kremlin, you’ll need to be quick on the controls to keep the government officials from being killed and stop the bomber trucks from destroying the city bridges, but it’s the escort mission that can prove the most trying. Luckily, there’s a backup vehicle on hand if the enemy (or you, accidentally) destroys the limo, but the vehicle’s driving is so erratic, and the number of tanks and enemy vehicles so numerous, that it can be easy to lose track of your target and fail to protect it. Finally, you’ll need to be both aggressive and mindful when luring out and capturing the elusive Shadowman; you need to take him alive so you have to sink his escape boat and hold fire long enough to retrieve him, which can be difficult given how many hits some of these more heavily-armoured enemy vehicles can take.

Power-Ups and Bonuses:
Sadly, there really isn’t anything new on offer here that hasn’t been seen in previous Strike videogames. You start off with a set amount of ammo, fuel, and armour and these can all be replenished by finding various crates and resources across the game’s environments, all helpfully indicated on your map. You’ll very rarely find an extra life and maybe a brief upgrade to some of your arsenal, but what you see is basically what you get; beyond the different loadouts on offer, which basically amount to different difficulty settings for the game, there’s nothing different here at all and actually less than was seen in the last two games as you can’t switch to other vehicles this time around.

Additional Features:
Without a high score table, the only real reasons to play through Soviet Strike again would be to test out different loadouts, find faster and more efficient ways to complete each campaign, and maybe seek out some of the optional side missions to see how (or even if) they impact the story. There isn’t anything to unlock after finishing the game, though you can read STRIKE files on the main menu for some added context and make use to the passwords to jump ahead to later campaigns if you like. There are also, thankfully, some useful passwords on offer here; you can grant yourself stronger weapons, unlimited fuel, invincibility, extra lives, or even infinite ammo, fuel, and lives to make even the toughest campaigns a little easier. You can input these cheats in conjunction with level passwords as well, which is even more helpful, though none of these will help you if you kill or destroy the wrong target. Apparently, the SEGA Saturn version is actually superior in a number of ways and offers a few extra features so it might be worth checking that version of the game for a comparison.

The Summary:
If there’s one thing holding Soviet Strike back, it’s the sharp difficulty curve; for me, all of the Strike games have been pretty difficult and demand a lot from the player, giving such a small window for error and forcing you to return to base if you fail even one of your objectives. Thus, you’re forced to play perfectly right away, each and every time, and the game encourages trial and error and replaying each campaign until you find an optimal solution that allows you to make the best use of your resources to take out targets and rescue others without losing your pitiful number of lives. This is true of the Strike games I’ve played before but is somehow more palpable here, with the game throwing a whole mess of targets at you in the second campaign that will test the limits of your ammo conservation and patience in navigating the many onscreen hazards. Thankfully, the game’s passwords mean you can tip the odds in your favour, but even infinite fuel, ammo, and lives don’t amount to much if your allies are killed by enemy fire or your won trigger finger. Soviet Strike seems to veer more towards action than its predecessors; there’s far more resources available to you one each map and firefights and explosions are so much more action-packed and pronounced thanks to the 3D graphics, which makes the game very enjoyable, but it’s frustrating when you painstakingly airlift scientists to safety only to have them wiped out because you were busy with another objective and didn’t realise they were being picked off. The lack of additional vehicles and restricting the action to Russia, however varied the game’s maps may be, is also a shame but my overall experience with Soviet Strike was largely positive and I could see myself revisiting it for more polygonal action in the future.

My Rating:

Rating: 4 out of 5.

Great Stuff

Was Soviet Strike included in your PlayStation library back in the day? How do you think it compares to the previous games in the series? What did you think to the new perspective and 3D models? Were you disappointed by the lack of extra vehicles and being stuck in Russia or did you enjoy the new loadouts and combat options? Which of the campaigns and missions was the hardest for you to complete? Whatever you think about Soviet Strike, feel free share them below or comment on my social media and check in next Saturday for my review of the final entry in the series.

Game Corner [Turtle Tuesday]: TMNT II: Back from the Sewers (Xbox Series X)


Ever since Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) first debuted, the franchise has enjoyed worldwide mainstream success thanks to action figures, cartoons, and videogames. Since I found some free time this December, I decided to spotlight four such videogames every Tuesday of this festival season.


GameCorner

Released: 30 August 2022
Originally Released: 15 November 1991
Developer: Digital Eclipse
Original Developer: Konami
Also Available For: Game Boy, Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

The Background:
In the late-eighties and early-nineties, you’d be hard pressed to find a franchise more popular than Teenage Mutant Ninja Turtles. Known as Teenage Mutant Hero Turtles here in the United Kingdom, the original dark and violent comic books exploded into an incredibly successful cartoon and extensive toy line, and a slew of videogame outings courtesy of developer Konami. Konami’s efforts helped to make the NES a household name here in the UK, produced two of the most beloved titles for arcades and home consoles, and also extended to three handheld titles for Nintendo’s super successful portable, the Game Boy. Building upon the standards set by its predecessor, Back from the Sewers improved upon the visuals despite the obvious limitations of the Game Boy hardware and expanded the gameplay options available to bring the sub-series more in line with its bigger, better 16-bit counterparts. Since a complete physical version of the game is still ridiculously expensive for the quality of the game, I was still glad to see Back from the Sewers included in the 2022 Cowabunga Collection alongside a host of other TMNT games and quality of life features.

The Plot:
The TMNT’s archnemesis, Oroku Saki/The Shredder, returns, now bolstered by the forces of the sinister Krang and kidnaps April O’Neil to get his revenge on the foursome.

Gameplay:
Like its predecessor, Back from the Sewers is a simple sidescrolling action game rather than a traditional arcade style beat-‘em-up. After selecting from three difficulty levels (Easy, Normal, or Hard), you pick one of the four turtles and battle your way from the left side of the screen to right across six stages (referred to as “Acts”). Again, the Game Boy’s limited colour palette means that the turtles are only distinguished by their individual weapons, but they again have different strengths and weaknesses: Leonardo is a bit of an all-rounder, for example, with Raphael having a fast attack but a terrible range. Sadly, the shuriken projectiles are gone; they’re replaced by a sliding kick that I only found a handful of uses for as it often leaves you open to enemy attacks, but you can toss shuriken when using ladders. The buttons have been remapped, with A allowing you to jump (holding it again allows you to get some extra height with a reanimated somersault) and X performing your attack; you can pull off a jumping attack by pressing X in mid-air and the game still allows you to hit back or destroy most incoming projectiles with your attack. Screen transitions are much more involved this time and initiated by climbing ladders but you’ll also clamber along pipes to cross gaps and there is a lot more emphasis on vertical traversal, with you hopping up and down girders and platforms using up and down on the directional pad and A.

The graphics and gameplay have been overhauled to more closely resemble the arcade titles.

The essential gameplay remains mostly unchanged; the screen and hardware limitations mean things are still very restrictive but there are far more influences from the TMNT’s arcade titles (the Foot jump up from manholes and you can fall down the holes, for example). The most obvious of these is in Act 2, which sees you racing along a bridge on a rocket-powered skateboard attacking enemies and dodging barrels, and Act 6, which recreates the classic Sewer Surfin’ level, to say nothing of the inclusion of not one but two traditional elevator sequences in Act 3 and 6. There are also some additional gameplay elements here, such as a race away from a rolling boulder in Act 4, mines being scattered across the ground, bursts of flames and machine gun fire, and jumping to a series of floating platforms in Act 5. Levels are a bit longer and more involved but the game loves to artificially up the difficulty by swarming you with an endless barrage of Mousers and bug ‘bots; these fuckers will pop out from holes in the caves and sewers and from mechanical ports and it can be extremely frustrating trying to fend them all off and back jumps in Act 3’s construction sites. Some stages seem to be on a loop as well, though I think this is just a consequence of the limited hardware, and you’ll still have to avoid the same obstacles like falling hazards and electrical bolts. As before, you can pick a different character between stages and if your health is drained; each turtle has their own health bar, any damage you take carries over to the next Act, and any captured turtle can be rescued in bonus games, with these now taking place upon completion of an Act and seeing you chasing around an enclosed arena to refill your health as much as possible in a short time limit.

Graphics and Sound:
Although Back from the Sewers is still handicapped by the Game Boy’s hardware, it’s an obvious graphic step up over its predecessor right from the start, where it ambitiously recreates the cartoon’s iconic opening sequence, and the game even includes some limited sound bites to punctuate the action. The game’s overall presentation is far more akin to the cartoon than many other TMNT titles as it not only basis its story art on the cartoon but even includes level intros and a pause screen that mimic the show’s episode titles. All of the sprites and environments have been overhauled and are all the better for it; the TMNT are bigger and more detailed, with Leonardo and Raphael now carrying two weapons each and all four having a more detailed idle animation. Although the sprites appear a bit stiffer and more clunky than other TMNT titles, they pull an amusing panic face when running from the aforementioned rock and will be left charred when caught in flames and explosions.

Sprites and environments have been greatly improved, despite the Game Boy’s limitations.

Similarly, the game’s environments are far more detailed than those seen in the previous game; this is evident from the opening Act, which actually provides a level of depth and visual interest to the sewers despite the lack of moving water. This extends to the streets as well, where vehicles and there’s an attempt to showcase some depth to the backgrounds can be seen, and in the overhauled Technodrome which now sports many of the same hazards and features as the arcade versions. While there are only a handful of unique environments, such as a cave and an overused construction site, there is much more to spot in the background, from Splinter working in a pizza parlour, Foot Soldiers hiding behind cover and sliding at you, chain link fences and cityscapes, and holes in the environment leading to sewers and such, though the caves can be a bit of a mess. There are far more enemies onscreen at any one time thanks to those damnable Mouser holes and turrets, and you’ll still get an annoying beep when your health is low, and the ending is even sparser than in the first game. On the plus side, the music is much more varied and there are some fun in-game cinematics, such as Splinter piloting the turtle blimp, and options to move around in a wider area like in the arcade titles once you’re descending down the stairwell.

Enemies and Bosses:
Surprising no one, you’ll primarily be battling against the Shredder’s inexhaustible army of robotic Foot Soldiers; they’ll jump in at you but actually managed to land a hit or two this time with their sliding kicks, dynamite, large projectiles, standing on each other’s shoulders, and firing bazookas at you. As indicated, the Mousers and bug ‘bots return; they might not bite your hand anymore but they are absolutely relentless, spawning so fast and so frequently that it’s hard to fend them off and progress through some stages. Roadkill Rodneys are also back, now firing laser bolts, and the game even includes a handful of mini bosses this time around; a swarm of Foot Soldiers, a Pizza Monster in the sewers, Baxter Stockman’s fly form on a rooftop, and the Game Boy debut of the Rock Warriors in General Traag and Granitor.

Boss are greater in number, strength, and visual appeal this time around.

Each Act naturally concludes with a boss battle; each sports a life bar but they’re all just variations on the boss battles we saw in the last game. Once again, your first test is against Rocksteady; this time, he jumps about while Foot Soldiers drop objects from the windows above and shoots deflectable bullets at you, pausing to laugh and leaving himself open for your attacks. Bebop (and his ridiculously disproportinate head) awaits at the end of the bridge stage, firing out a spread of diamond projectiles and knocking you silly with an uppercut when he’s not hopping all over the place. Krang makes a rare appearance in his little walker at the end of Act 3, stomping about firing rings and raining bombs on the arena, and leaping overhead to try and crush you in a nigh-unavoidable attack. You’ll have rematch with the Shredder at the end of Act 4; this time, he fires an energy wave at you that you can jump over but not duck under, dives at you with a flying kick, and runs from one side of the screen to the other, meaning you’re basically guaranteed to take damage as the window of opportunity to dodge and counterattack is so small. Granitor confronts you in Act 5, rolling about the place and roasting you with his flamethrower, but the additional movement options afforded in this arena help to make this more manageable. When you get to the Technodrome in Act 6, you’ll have to battle General Traag to get inside the machine in a conflict made more troublesome by the 2D pane and the treadmill under foot. The Shredder mutates into his Super Shredder form for the penultimate boss, plodding about and swiping at you, teleporting about the place, and confusing you with a bevvy of duplicates to try and land a sneak attack. Finally, you’ll take on Krang’s android body in the finale; this time, Krang is nice and big and is able to stun you with a ground-shaking stomp, however he’s far weaker than in the last game and much easier to defeat than either of the Shredder fights in this game since you can just jump kick him and run underneath him when he’s jumping in for an attack.

Power-Ups and Bonuses:
As in the last game, your only pick-ups are the odd slice of pizza; these are sometimes carried by enemies and sometimes found floating around the environment, generally before a boss battle, but are noticeably rare and still the only power-up available.

Additional Features:
Back from the Sewers trumps its Game Boy predecessor by including three difficult levels, but it’s still very limited in terms of in-game options. Luckily, the Cowabunga Collection awards a 70G Achievement for completing the game, offers a strategy guide to help with the game’s trickier sections, lets you view the game’s box art and manuals, includes both the Japanese and American versions, and offers various borders and display options (including an LCD display to recreate the Game Boy’s headache-inducing screen). The game also allows you to rewind the game with the Left Bumper and access save states using Right Bumper and you can take advantage of the enhancements to jump to any level you wish and enable infinite lives without fear of missing out on your Achievement.

The Summary:
Undoubtably,Teenage Mutant Ninja Turtles II: Back from the Sewers is a vast improvement over the TMNT’s previous Game Boy title. If the first one was a pretty basic proof of concept, this sequel takes the capabilities of the handheld system and uses them to its advantage to produce a title that’s still very restricted by its hardware but much more akin to a 2D version of its arcade counterparts. While the sprites and animations are still a bit stiff and limited, they’re far more detailed, as are the backgrounds, and I loved how the game included versions of the sidescrolling chase sequences from the arcade games. Placing the bonus game sat the end of Acts was a nice way to break up the monotony and I enjoyed the improved music, cutscenes, and the expanded length; tossing in a few mini bosses also helped and it was just great to have so much to se happening around you. Unfortunately, it’s still not perfect; I don’t mind the loss of a turtle as a life system but the endless swarm of Mousers and bug ‘bots was needlessly frustrating and some of the bosses were almost impossible without full health. The strange loop system and slide kick were also odd inclusions, but the overall presentation was much improved and far more fitting for the license and the standards set by its technically superior counterparts. There are still better games on the Game Boy, and better TMNT videogames, however, but this one is a little bit more worth your time compared to its predecessor.

My Rating:

Rating: 2 out of 5.

Could Be Better

Was Teenage Mutant Ninja Turtles II: Back from the Sewers included in your Game Boy library back in the day? How do you think it compares to the last TMNT Game Boy game? What did you think to the additional elements included from the arcade titles? Were you a fan of the overhauled sprites and backgrounds, and which character was your favourite? What did you think to those Mouser holes and the addition of mini bosses? Do you have any fond memories of the Game Boy? Whatever your thoughts, you can share the, in the comments section below or you can join the discussion on my social media.

Game Corner [Turtle Tuesday]: TMNT: Fall of the Foot Clan (Xbox Series X)


Ever since Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) first debuted, the franchise has enjoyed worldwide mainstream success thanks to action figures, cartoons, and videogames. Since I found some free time this December, I’ve decided to spotlight four such videogames every Tuesday of this festival season.


GameCorner

Released: 30 August 2022
Originally Released: 3 August 1990
Developer: Digital Eclipse
Original Developer: Konami
Also Available For: Game Boy, Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

The Background:
Back in the late-eighties and early-nineties, it was tough to find a franchise more popular than Teenage Mutant Ninja Turtles (or Teenage Mutant Hero Turtles as we knew them in the UK); the Teenage Mutant Ninja Turtles (1987 to 1996) cartoon and extensive toy line saw the “Heroes in a Half-Shell” dominate an entire generation. The TMNT were also prominent videogame characters thanks to the efforts of Konami, which saw them help to make the NES a household name here in the UK and produce two of the most beloved arcade games that also impressed on home consoles back in the day. Not content with their arcade and 8- and 16-bit titles, Konami also produced three handheld titles for Nintendo’s ground-breaking portable console, the Game Boy. Limited by the Game Boy hardware, Fall of the Foot Clan was obviously lacking in many areas and struggled to live up to the standards of its technically superior predecessors, though it was still praised for its ambitious attempt to give fans a portable TMNT experience. With a complete version of the title being pretty expensive for what it is, it was very much appreciated to see it included in the 2022 Cowabunga Collection alongside a host of other TMNT games and quality of life features.

The Plot:
When their archnemesis, Oroku Saki/The Shredder, kidnaps April O’Neil, the TMNT emerge from the sewers to take on the Shredder’s Foot Clan once more.

Gameplay:
Unlike most TMNT videogames at the time, Fall of the Foot Clan is a pretty simplistic sidescrolling action game; you pick from one of the four turtles and travel from left to right across five stages attack enemies with their signature weapons. The TMNT are even more indistinguishable from each other thanks to the Game Boy’s non-existent limited colour palette but are, as ever, identified by their weapons and the reach offered to them. Raphael gets up close and personal with foes with his sai, for example, while Donatello is afforded a greater reach with his longer bo staff, however this is so far the only TMNT game I’ve played that allows you to throw shuriken by default (and an infinite number to boot), thereby affording even the most limited ninja turtle a projectile attack. The controls are as simple as you could want; you press X to jump (and holding the button sees you jumping higher into a somersault) and A to attack. You can attack in mid-air and press down and A to toss your shuriken, but a big mechanic in this game is the ability to swat away most incoming projectiles with your attack, which is almost mandatory given the much smaller screen size of the Game Boy.

A basic sidescroller that mixes up its gameplay with bonus games and mild platforming.

Gameplay is very restrictive and doesn’t really ask all that much of you other than to continue to the right, slashing at enemies as they jump at you, and avoiding the odd level hazard, such as falling blocks, bouncing balls, electrifying obstacles, and spiked ceilings. Here and there you’ll get the option to hop up to a higher level or wade through sewer water; you can destroy barriers to reach bosses, hop on and rush underneath pistons, jump over fire pits, and leap from log to log over a raging river. If your turtle runs out of health, they’ll be “captured” and you’ll have to pick another to tackle the stage again, though you’ll helpfully be placed at the start of the boss battle if you reached that point when you died. One mechanic Fall of the Foot Clan incorporates that separates it from pretty much all of the classic TMNT games is the presence of hidden bonus areas in every stage; these aren’t immediately obvious (though the strategy guide clearly highlights them for your benefit) and allow you to restore your health by guessing the number Master Splinter has in mind, fighting with Krang by eradicating as many stars as possible, or partaking in a bit of target shooting. You’re generally given a few chances to succeed at these but they’re not particularly inspired or fun or easy, though I appreciate the attempt to mix the simplistic gameplay up a bit with these little distractions.

Graphics and Sound:
Naturally, you need to keep expectations low here; not only is Fall of the Foot Clan a Game Boy title, it’s an early game Boy title so it plays things very safe and doesn’t try to throw too much at the player or tax the game engine. The result is enemies leaping at you largely one at a time and barely launching an attack before you take them out in one hit and keeping the amount of onscreen action to a minimum, but there are a surprising number of little details that certainly make it somewhat ambitious. The TMNT don’t have idle animations and Leonardo and Raphael only have one weapon each rather than the usual two, but their weapons move as they walk, and Raphael and Michelangelo even twirl theirs as they plod along. When ensnared by a Roadkill Rodney, you’ll even see your turtle’s skeleton as they’re shocked and they get crushed by pistons and weights as well, all of which are nice little touches I wouldn’t really expect from such a limited title.

Though basic, the graphics and presentation are ambitious at times.

Environments aren’t really anything to shout about; stages are pretty long, consisting of a few different screens and transitioning from different areas as you progress, but there isn’t a great deal of detail in the background in environments like the Technodrome. At the same time, the streets have a bit going on, with graffiti and posters on the walls behind you, and you’re even able to hit a parking meter to use it as a projectile at one point. I also liked seeing the mountains in the background of Stage 4 but easily the most visually interesting stage is Stage 3, which sees you jumping across the backs of trucks and vehicles down a speeding highway. Sprites are all nice and big and certainly capture the essence of the cartoon; the Foot even drive past in a jeep at one point and the classic TMNT theme plays, with the rest of the chip tune soundtrack being very fitting to the franchise and the action. The game’s story is as basic as you could want and is told using some basic text under pretty decent sprite art recreating scenes from the cartoon. Unfortunately, the ending falls a little flat, with the Technodrome just disappearing from frame and the epilogue consisting of a bunch of text, and you’ll be assaulted be an incessant beeping when your health is low, which is always a pain.

Enemies and Bosses:
You’ll never believe it but you’ll primarily be fighting off an endless supply of Foot Soldiers on your short journey; they’ll come jumping in and be reduced to a little explosion before even getting a chance to attack, but they’re capable of tossing darts and bricks at you but are largely disposable. Generic enemies like bats, fish, and anthropomorphic fireballs are also a problem, but the classic TMNT enemies like Mousers and Roadkill Rodneys are also present and capable of chomping on your hand and electrocuting you, respectively. Each stage naturally culminates in a boss battle against five of the TMNT’s most recognisable and popular villains, each of which is afforded a life bar.

Classic TMNT enemies are recreated in the Game Boy’s limited hardware.

The first boss you’ll battle is Rocksteady, who simply wanders across the screen blasting at you from his rifle; Bebop ups the ante by rushing at you in a charge, punching you up close, and firing rings from his pistol, but it’s not exactly a stretch to hop over them, swipe them with your weapon, or toss a shuriken their way. Baxter Stockman attacks in his fly form at the end of the all-too-brief Stage 4; he hovers overhead, firing projectiles at you, and swooping down in a dive, but again you can just jump over him and attack without too much difficulty. In a change of pace, the Shredder is encountered as a penultimate boss rather than the final battle; he can be a bit tricky if you go in with low health, advancing towards you and swiping with his katana before teleporting to safety after. This means that Krang is the game’s final challenge; he emerges in his android body from a transport wall and stomps about, completely immune to your shuriken and trying to kick you in the face. While he’s quite a large target and he likes to jump about, you can again jump over him and attack him and whittle his health down if you stay in a good rhythm.

Power-Ups and Bonuses:
As ever, the TMNT can restore their health by picking up the odd slice of pizza; these are sometimes dropped by enemies and sometimes found floating around the environment, occasionally before a boss battle, but are noticeably infrequent and are the only power-up you’ll find in the game.

Additional Features:
Unlike most TMNT videogames, there’s no two-player option here. In fact, there aren’t any options to speak of in the base game, not even a difficulty mode or any sound options. Thankfully, the Cowabunga Collection remedies that, awarding you a 70G Achievement for completing the game and allowing you to view the game’s box art and manuals, switch between the Japanese and American version, and apply various borders and display options (including an LCD display to recreate the feeling of playing on the Game Boy’s eye-watering screen). The enhancements not only allow you to remove slowdown and sprite flicker, rewind the game with the Left Bumper and access save states using Right Bumper, but you can also choose to practice the bonus games if you want to bump up your health in your next playthrough.

The Summary:
I don’t like to throw too much shade at Game Boy titles, especially early ones, but Teenage Mutant Ninja Turtles: Fall of the Foot Clan really isn’t all that impressive or fun to play through. There are some ambitious and admirable elements here and there, don’t get me wrong; the odd bit of animation, the ability to throw shuriken, the attempt at variety in the stages are all positives and I liked how it did the best it could with the hardware limitations to adapt the aesthetic of the cartoon. However, there’s no denying that this is a far too simple effort to really give it too high a score, especially compared not only to the obviously better arcade and home console TMNT games but also the later Game Boy titles. This feels like a proof of concept to show that a simple sidescrolling action game can be cobbled together with the license rather than an attempt to really try anything too innovative with the platform. Throwing in bonus games was a nice, if frustrating, touch and there was even some call-backs to the superior arcade titles here and there, but the TMNT would definitely be represented far better in subsequent Game Boy games and I can’t see myself going back to this one over the other TMNT games included in the Cowabunga Collection.

My Rating:

Rating: 1 out of 5.

Terrible

Did you have Teenage Mutant Ninja Turtles: Fall of the Foot Clan in your Game Boy library back in the day? What did you think to gameplay and presentation of the game, especially regarding its simple sidescrolling format? Which of the characters was your favourite to play as and which boss was the most exciting for you? Were you able to beat the bonus games? What did you think to the additional features added to the Cowabunga Collection? What’s your favourite Game Boy title? I have a comments section down below where you can share your opinions on the TMNT’s Game Boy debut, or you can start the discussion on my social media.

Game Corner: Jungle Strike: The Sequel to Desert Strike (Mega Drive)

Released: 16 December 1993
Developer: High Score Productions
Also Available For: Amiga, MS-DOS, Game Gear, Game Boy, Super Nintendo Entertainment System (SNES), PlayStation Portable

The Background:
Following the end of the the Gulf War, Mike Posehn expanded upon the air rescue mechanics of Choplifter (Dan Gorlin, 1982) to create Desert Strike: Return to the Gulf, a nonlinear, mission-based military title that took place in a sandbox environment and eschewed typical videogame mechanics like bosses and power-ups. Following that game’s success, producer Scott Berfield, game director John Manley, and associate producer Tony Barnes were tasked with creating the sequel, which retained the core mechanics of its predecessor alongside new locations and vehicles. The developers struggled to decode the graphics files and ensure that each version of the game ran smoothly, which was made much simpler thanks to Stuart Johnson’s map editor. Like its predecessor, Jungle Strike was well received upon release; the game has been praised for improving upon almost every aspect of the original, though the difficulty curve was again noted as a concern. Regardless, Jungle Strike his generally regarded as one of the top Mega Drive games of all time and was followed by a third entry on the same system in 1994 and two more titles across the next generation of home consoles.

The Plot:
General Kilbaba is dead but his son (…also named Kilbaba…) swears revenge against the United States of America for interfering in his father’s dreams of world domination. He teams up with notorious drug lord Carlos Ortega and establishes himself in South America, necessitating military intervention using a variety of well-armed vehicles.

Gameplay:
Just like the first game, Jungle Strike is an isometric action shooter in which you’re placed at the controls of a specialised Comanche helicopter and tasked with completing a variety of mission objectives, now across nine campaigns and taking place in a number of locations and maps rather than just out in the desert. Also as before, your Comanche has three types of weapons: a chain gun, rapid-fire Hydra missiles, and slow but powerful Hellfire missiles. You can change up the default buttons for these weapons and I absolutely recommend that you do since you don’t want to waste your more powerful rockets and, like last time, ammo and other resources are quite limited. You can choose between controlling “With Momentum” for a more realistic experience or “No Momentum” to make stopping easier, and can again pick between a number of different co-pilots, each with different strengths (some are better with the winch, which automatically picks up resources and people, while others are better shots), though the very best co-pilot is listed as missing in action (as are others) and needs to be rescued in a later mission. You also begin from the first campaign and are awarded a ridiculously long password after clearing each one so you can skip ahead. So far, so familiar.

In addition to the Comanche, there are new vehicles to control here, each with their own pros and cons.

Where the game differs, however, is not just in the variety of its locations but also in the new vehicles available to you; three additional vehicles can be found in three specific missions, with each controlling a little differently and offering new ways to traverse the maps and engage with the enemy. The first new vehicle is a hovercraft that can drop mines in the water and help you sink boats and submarines; it’s pretty decent to control, though the isometric angle can make it tricky to manoeuvre under bridges. Campaign five has you hop on a motorcycle, which is the only way of destroying the armoured trucks rolling around the map; small and spritely, the motorcycle can be a little difficult to control and isn’t really built for combat and feels a bit clunky. Finally, on the eighth campaign, you’ll uncover and control a stealth bomber; this thing is constantly moving, and your up and down inputs will cause it to descend and ascend, respectively. It has unlimited fuel and ammo, which is great for laying waste to targets, but it’s incredibly fragile, very difficult to manoeuvre (especially in tight corners), and you’re forced to both respawn at the landing strip where you first found it when downed and to successfully land it once your missions are complete. You get three lives to complete each campaign and, when they’re all lost, you have to start all over again with no checkpoints (though you can, very rarely find extra lives in the campaigns now). Pausing the game allows you to view a map of your current location and cycle through different points of interest, as well as review your mission objectives and status, which is super handy for when you want to plot an optimal route to pick up some supplies and take out some targets on the way to a certain objective. Your vehicle’s fuel, armour, and ammo are also all displayed here; you start with 100 units of fuel and 1000 units of armour, and will have your fuel replenished to 25 or 100 depending on how you’re shot down (if you’re shot down because of damaged, you won’t get full fuel, basically) but your ammo is extremely finite and can only be restored using ammo crates.

Many missions carry over from the first game and have you destroying or picking up targets.

You can also only carry six passengers at a time, so be sure to keep an eye on your current load and drop some off at a landing zone if need be, however it should be noted that you don’t need to rescue every prisoner of war (P.O.W.) or innocent you come across, nor do you have to engage with every enemy you see, either. In fact, since supplies can be so hard to come by, it’s actually advisable that you don’t waste resources destroying every enemy; indeed, I found a useful tactic was to position myself in such a way that enemies either couldn’t see and shoot at me or that caused their projectiles to attack and destroy buildings or other targets. As before, it’s generally advised to you complete missions in order and you usually have to do this as some campaigns only tell you what your other missions are once you’ve completed the ones available to you. In this regard, Jungle Strike is, like its predecessor, made to encourage multiple playthroughs; once you know where targets are and what your missions are, you can plan an optimal route, destroying targets like underground bunkers, power plants, and terrorist training grounds, rescuing agents, P.O.W. or capturing bad guys, and eliminating moving targets that are either difficult to trace, only show up with the right intel, or don’t show up at all. More than once, you’ll be tasked with protecting a Presidential escort (a limo in the first campaign and Air Force One in the last) from reprisals, which is quite fun; you’ll also need to find and sink nuclear submarines and stop the bad guys getting away with plutonium, destroy power transformer towers and uncover hidden nuclear chambers in the snowy wastes of campaign six, and rain fire on drug plantations and rocky outgrowths to uncover Tomahawk missiles. While many of Jungle Strike’s mission objectives aren’t much different to what we saw in Desert Strike, the variety is appreciated; sometimes you need to destroy up to thirteen different targets, often strewn all over the map, while others you don’t need to destroy or rescue everything and everyone, though you have to be careful to not be too trigger-happy and destroy vital targets as this’ll cause a complete mission failure. On the plus side, though, there’s rarely any timed tasks; you need to destroy four eighteen-wheelers carrying nuclear missions in the last campaign, and first capture and then eliminate the two antagonists before they can escape, but these come near the end of the game for an added challenge rather than being scattered throughout other campaigns.

Graphics and Sound:  
Graphically, not too much has changed or improved since Desert Strike beyond the title screen, which now uses a polygonal sprite for the Comanche, but the overall presentation of the game is vastly improved. Sprites, models, and environments are all very similar, with the same sound effects and use of text to convey mission completion, failure, the game’s story, and when you’re in a danger zone or running low on fuel or armour, but the maps are so much better this time around. Before, you just flew around the same area with a slight palette swap and some different structures here and there, with the most variety appearing in the final mission, but you instantly see how much more varied Jungle Strike is from the very first campaign, which sees you flying around an ambitious isometric recreation of Washington, D.C., complete with fully destructible White House and various other monuments (which also need protecting from enemy forces).

The graphics are much of the same, but overhauled and bolstered by a new vehicles and environments.

This carries through to the game’s other locations as well, which include an expanse of water with tiny islands dotted about and a large bridge running across it, and a couple of trips to the titular jungle (one at night, with low visibility, where explosions and gunfire light up the environment and two others in the day time, where rocky mountainsides, pyramid-like structures, and stone columns are plentiful). You’ll also fly through the frozen Soviet wastes and revisit the desert, both of which add to the visual variety of the game, and the pause menu and user interface have both been given a complete overhaul. Sadly, there’s still no in-game music, which can really make gameplay very monotonous, and it’s a shame as the title screen and story cutscenes are punctuated by some rocking tunes. These cutscenes are again made up of larger sprites and artwork, with some notable animation frames, but they do the job, as does the dialogue text; it’s fun seeing the Mad Man’s tanker truck explode in a blazing inferno and seeing your Comanche come in for a landing or launch a missile strike or your pilot character interrogate enemy agents helps to break up the gameplay a bit. It’s the 2.5D sprite work that steals the show, though; while the isometric perspective can make it a little difficult judge your precision and you can bonce off of buildings and rocks if you’re not careful, there’s a certain appeal to it and I always get a sense of satisfaction in seeing my missiles leave another enemy stronghold a flaming mess.

Enemies and Bosses:
While many of the enemy troops are functionally similar to the ones seen in Desert Strike, there’s been a few changes here; enemy soldiers still fire their guns and rockets at you, often masked by the foliage and environment, but you’ll also find seemingly innocuous civilian vehicles have been repurpose to either ferry bombs or fire at you and other targets. Guard towers, Gatling guns, and anti-aircraft placements are commonplace enemy targets, as are the smaller tanks and armour vehicles which patrol near to your mission objectives and fire bullets and missiles at you. You’ll also have to deal with a few more instances of gun boats and enemy helicopters, with these latter being able to be destroyed before they can take off, and stationary missile launchers which don’t pose a threat to you but are often heavily guarded. Thankfully, as mentioned, you can often strafe or position yourself in a way to avoid being damaged or have the enemy blast open jails and enemy stronghold son your behalf but be careful: destroyed buildings and targets are often as likely to hide an enemy unit as they are your object or some much-needed ammo. One of your more persistent and formidable enemies will be the Sheridan tanks and slow-moving mobile cannons, which can bring you down in just a few shots, and your own trigger finger; be sure to not just blast away at your targets in case you accidentally gun down someone you’re supposed to capture or destroy a nuclear warhead you’re meant to retrieve.

In place of traditional bosses, you’ll need to shoot down and destroy heavily armoured key targets.

As before, the game doesn’t really include any traditional boss battles, but there are a few instances that could be said to count for them. In the second campaign, for example, you need to use your hovercraft’s mines and rockets to destroy some heavily armoured nuclear submarines (though actually placing said mine, and avoiding their rockets, is easier said than done, especially as their sprite tends to vanish if you’re too far away). In campaign five, you need to flush out five armoured cars that can only be destroyed with the motorcycle’s mines, and you’ll also be tasked with defending your co-pilot as he sets explosives in the war room in this campaign but, as no heavy artillery appears, it’s not so difficult. In campaign eight, you need to blow up these stone pyramids and destroy the nuclear warheads, detonators, and scientists within, which can be tricky as they’re well-guarded and the stealth bomber is clumsy to move around without crashing, but you’ll also need to blow a hole in the Drug Lord’s fortified bunker, then land so your co-pilot can drive a drunk into it for you to explode, and then shoot down his escape chopper and pick him up for due processing. The most annoying campaign is the ninth and final one, which has you frantically flying all over Washington for thirteen enemy vehicles and then destroying a bus and a fuel tanker with the Drug Lord and Mad Man on, respectively, before safeguarding the White House once more. It’s not exactly difficult to take these out, as long as you’re smart about your ammo and supplies, but actually locating most of these targets is nigh-on impossible as they don’t appear on the map.

Power-Ups and Bonuses:
As in the first game, you can fly over ammo crates, fuel tanks, and armour to restore each to full capacity. On many of the maps this time around, though, these resources are hidden behind pyramids, buildings, vehicles, and other destructible targets, meaning they don’t always appear on your map screen and you often have to waste ammo to resupply something else. Occasionally, you’ll be able to pick up an extra life and a quick winch, which speeds up your winch motion, and it’s beneficial to try and rescue the M.I.A. co-pilots, such as Wild Bill, as it can dramatically increase your accuracy, fire rate, and winch speed.

Additional Features:
There’s not really much on offer here; Jungle Strike’s additional content is all contained within the gameplay, and there are no other difficulty settings, multiplayer options, or game modifiers to speak of. You can find passwords online, however, that let you not only skip to later campaigns but also award you twenty-three lives (more than enough to finish every campaign in the game since the count resets to twenty-three at the start of each new campaign). Otherwise, your main objective for replaying the game (beyond it being fun) is to try and accumulate a higher score; there isn’t a scoreboard, however, so you’ll just have to note these down yourself.

The Summary:
I played both Desert Strike and Jungle Strike quite a bit as a kid, either on the Amiga or after borrowing them from friends. Although I struggled with Desert Strike and could barely finish the first campaign in that game, Jungle Strike was much easier and more forgiving for me to play through; everything that was so appealing in the first game is still here, but the added variety in the campaign maps, enemy units, and available vehicles makes it vastly superior in every way. While I was disappointed that the other vehicles weren’t available in my campaigns (and they probably could’ve been), they made those campaigns even more memorable, and I can understand their limited usage since their controls and weapons were a bit clunky and there were plenty of drawbacks to even the most powerful jets. Mission objectives are immediately familiar to anyone who’s played the last game, but they’re pretty fun to tackle, with only a handful being tedious and forcing you to search all over or destroy multiple targets. Managing your fuel and ammo is key to succeeding at Jungle Strike, which means you’ll either need a guide to plan an optimal route or use a bit of trial and error to figure out the best ways to go to take out a few targets, pick up some resources, and drop off any passengers. While it’s still disappointing that there’s no in-game music, the sheer visual variety on offer more than makes up for it; just getting away from the dreary desert makes Jungle Strike instantly better than the original and I really enjoyed all the destructible objects, recognisable landmarks, and little touches like cows and desert springs being scattered across the map. Overall, I would say I much preferred Jungle Strike as it was far more accessible and rewarding to play since I was actually complete and experience the entire game this time around, so I would absolutely recommend this one over the original for all the improvements it makes to the formula.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you enjoy Jungle Strike: The Sequel to Desert Strike? How do you think it compares to the first game, and it successors? Which of the new vehicles was your favourite? Did you like that the game featured more diverse environments? Which of the campaigns and missions was your favourite, or the hardest for you to complete? Whatever your thoughts on Jungle Strike, sign up to share them below or comment on my social media and check in next Saturday for my thoughts on the third game in the series.

Game Corner [Turtle Tuesday]: Teenage Mutant Ninja Turtles (Xbox Series X)


Ever since Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) first debuted, the franchise has enjoyed worldwide mainstream success thanks to action figures, cartoons, and videogames. Since I found some free time this December, I’ve decided to spotlight four such videogames every Tuesday of this festival season.


GameCorner

Released: 30 August 2022
Originally Released: 12 May 1989
Developer: Digital Eclipse
Original Developer: Konami
Also Available For: Amiga, Amstrad CPC, Atari ST, Commodore 64, MS-DOS, MSX, Nintendo Entertainment System (NES), Nintendo Switch, Nintendo Wii, PC, PlayChoice-10, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S, ZX Spectrum

The Background:
The Teenage Mutant Ninja Turtles (or Teenage Mutant Hero Turtles here in the UK) were the in thing for kids in the eighties or nineties thanks, largely, to the popularity of the Teenage Mutant Ninja Turtles (1987 to 1996) cartoon and an extensive toy line. A couple of years before Konami brought the “Heroes in a Half-Shell” to the arcades, the developers helped to make the NES a household name here in the UK with this adventure title, produced at a time when videogames (especially those on Nintendo’s ground-breaking platform) were built to last by ramping up their difficulty. Reportedly the first TMNT product to release in Japan, the game suffered from glitches and exploits across all its versions and is often cited as one of the hardest NES games of all time thanks, largely, to it featuring in an early episode of The Angry Video Game Nerd. regardless, the game was a huge success at the time and sold over four million copies worldwide despite mixed reviews, with some praising the controls and graphics and others flagged the lack of polish and recognisable elements from the franchise. Although readily available at the time on a variety of consoles, Teenage Mutant Ninja Turtles has been pretty difficult to come by after being removed from the Wii Shop Channel in 2012, that is until this Cowabunga Collection released for modern consoles alongside a host of other TMNT games and quality of life features.

The Plot:
The Turtles are on a mission to retrieve the Life Transformer Gun from their archnemesis, Oroku Saki/The Shredder, who has kidnapped their friends and is terrorising New York City with bombs, ninjas, and his army of robots.

Gameplay:
Unlike the vast majority of TMNT videogames, the original NES Teenage Mutant Ninja Turtles title is a 2D, sidescrolling action platformer that allows you to switch between the four titular turtles at any time via the pause screen. Being as it was an NES title, your controls and options are somewhat limited, but also effective; X sees you attacking with your turtle’s signature weapon and A allows you to jump, and you can both hold A for a higher and longer jump and attack while in mid-air or crouching. The TMNT are separated not only by the colour of their bandanas but by the range, speed, and power of their weapons; Donatello has the longest reach and is great for dispatching enemies above or below with his bo staff, for example. He and Raphael also seem to dish out more damage, destroying some enemies in one hit that would take Leonardo and Michelangelo two or three, however Leo and Mike have better options for attack with an arc or a swing. You’ll also comes across a number of secondary weapons with limited ammo, which you can switch to using the Xbox controller’s ‘View’ button and will find some pick-ups that activate automatically to carry you across gaps. Each turtle has their own health bar, and the game “helpfully” alerts you when you’re at low health by emitting a warning wound, so you’ll need to switch between them to get past trickier sections with fire pits and the like. If a turtle’s health is depleted, he’ll be captured and unplayable until found and rescued, though it’s game over if all four are captured.

Navigate through mazes, repetitive areas, and the infamous electric seaweed to rescue your allies.

The game is split into two very distinct sections; the first is a top down overworld, a recreation of New York City and the surrounding district, which is split into six areas that act as the stages of the game. Here, you can wander about, attacking enemies and avoiding larger vehicles such as Roller Cars, carpet-bombing fighter jets, and helicopters with search lights. At one point, you’ll hop into the turtles’ Party Wagon, which allows you to blast at Roller Cars and enemies on the overworld with X, though you’ll need to search for a handful of high-powered missiles to destroy barriers with X and progress further. The second part of the game is the 2D, sidescrolling action stages, which are accessed via manholes placed all over the overworld or by entering certain buildings. These drop you into claustrophobic sewers, aircraft hangers, enemy warehouses, and robot factories and see you navigating past enemies, hazards, and tricky jumps to small blocks or platforms to either progress, find health and pick-ups, rescue a comrade, or access new areas, like the rooftops and caves. Not only to enemies respawn when you leave the screen for just a second, but hazards are numerous; you’ll be stuck on conveyor belts, walking across some smaller gaps and trying to jump across others to tiny blocks, and hopping over spike and lava pits. At some points, you’ll be dumped back onto the outside if you fall while jumping across the rooftops or landing in the raging sewer waters, and you’ll also have to contend with spiked ceilings and instant-kill crushing spiked walls near the end of the game. Easily the game’s most infamous section is encountered pretty early on when, after reaching the damn, you’re given 2:20 to navigate an underwater section full of electrical bolts and electrifying seaweed in search of eight bombs to disarm. While it’s true that this is a difficult section thanks to the unfair hit boxes, the tight time limit, and the labyrinthine nature of the section, it’s made all the easier with the Cowabunga Collection’s rewind feature and you can tank through some of it using well-timed character swaps.

Graphics and Sound:  
Since it’s an NES title, the graphics are obviously somewhat dated; the top-down sections on the overworld aren’t great, with movement being noticeably clunky, and the game’s reliance on mazes and looping paths can get annoying when you’re stumbling around the airport trying to find the correct path or dodging searchlights in the dark to find the right manhole. The variety in these top-down locations is appreciated, though; you’re in the city, visit a dam, pop along the JFK Airport, and infiltrate the Shredder’s secret base under cover of darkness, and the game opens with a pretty ambitions character introduction screen and is accompanied by some fitting chip tunes to help ease even the most annoying sections, and each stage ends with a rendition of the TMNT theme to punctuate your victory. When you pause the game, you’ll get access to a pretty basic grid-like map that isn’t much help but it’s better than nothing; April O’Neil and Splinter will also offer some limited advice to give you an idea of what you’re looking for or how to defeat the game’s bosses, but these features are stripped from you in the final area as you’re “lost”.

Although limited by the hardware, the game’s fairly distinctive and graphically ambitious.

The 2D sections are where the game shines since you can actually see the TMNT in action, though the actual sprites obviously don’t emote or animate all that much unless they’re being swept away by the current. Mostly, the controls work just fine; you’re generally restricted in your horizontal and vertical movement so it’s rare that you have to make precise jumps but, when you do, they have to be pretty bang-on. Hit boxes are quite big, which is an issue in such close quarters, and backgrounds can be disappointingly bland and repetitive; all that separates one sewer section from another is the amount of brown and green, for example, so it can be easy to get lost, especially in sections that have to warping about trying to find the right exit. Things pick up a bit as you progress, with large background elements being used as static boss sprites, and you can avoid any slowdown or sprite flickering by turning them off with the Cowabunga Collection’s enhancements (though a fair amount still remains, perhaps unavoidably). The game’s story is primarily told through limited text and some art portraits, but the game doesn’t include any credits and it’s a bit cheap how the enemies constantly respawn but the health items and other pick-ups don’t, meaning you sometimes have to backtrack into dangerous areas to restock your health and ammo.

Enemies and Bosses:
Considering the source material has a near inexhaustible cast of characters to choose from, Teenage Mutant Ninja Turtles features some truly bizarre and misplaced enemies; I may not be able to remember every TMNT character but I could barely recognise any of the enemies encountered here, with the shuriken-throwing Foot Soldiers and the Mousers being the most familiar for me. There are some really weird baddies here, ones that are far too generic for a TMNT game and sadly symptomatic of this era of gaming; we’ve got robot bugs, spider-like jumpers, flaming men who spit out smaller minions, a large porcupine that shoots spines at you, a big bald asshole with a chainsaw, flying eye drones, this weird blank slate of a humanoid who becomes invulnerable when crouched down, another bald asshole who tosses boomerangs, crawling eyes, giant mutated frogs and fleas, and some truly aggravating Dimension X Troopers who hover about firing lasers right at you, no matter where you are, and always attack in groups! Some of these enemies will act as mini bosses, gaining a health bar and teaching you their attack patterns and such, but most of the time they’ll swarm the screen just to annoy you and screw up your jumps.

You’ll need to defeat TMNT mainstays and a robo-turtle to rescue April and Splinter.

Each stage of the game ends in a boss battle, generally with the life of one of the TMNT’s allies at stake; Bebop goes solo in this game as Rocksteady is holding April hostage, though he attacks in very much the same way as he always does, by charging at you with a head of steam, punching you when you get close, and jumping at you with a kick. It’s pretty simple to stay at the right side of the screen, jumping up to where Rocksteady and April are to avoid Bebop’s limited attacks, and smack him with your weapons. Rocksteady gets in on the action at the end of the warehouse stage and follows very much the same pattern; while April sits all tied up, Rocksteady charges at you with his horn, tries to jump at you, and fires bullets at you. However, you can destroy these projectiles, which is always helpful, and you can absolutely cheese this by hopping on top of the crates on the right-hand side and using Donatello’s crouch attack to defeat him without taking a single hit! When you finally figure out where the rope is and how to get across the rooftops, you’ll find Splinter held hostage by a dark version of Leonardo; this guy attacks exactly as Leo would when you play as him, with sword swipes and such, but draining his health reveals that he was the “Mecaturtle” (not to be confused with Metalhead…) all along. The Mecaturtle hovers about using its rocket boots and fires homing missiles at you, punching when up close, but there’s a lot of room to dodge and land hits.

Bosses get bigger and tougher near the end, though the Shredder’s a bit of a joke.

After fighting through the Shredder’s robot factory, you’ll battle one of the more visually impressive bosses of the game – a giant Mouser that’s rendered as a background element and reminds me of the titular war machine from the original Metal Gear (Konami, 1987). While it looks intimidating, its lack of movement and predictability make this a pretty easy boss; it fires twin laser beams from its eyes that are simple to avoid, the smaller Mousers it drops are easily defeated, and you can easily smash away at the weak point in its mouth using Donatello’s ridiculously long bo staff. Naturally, you’ll eventually make your way to the Technodrome, which also acts as a large, impressive, and formidable boss battle; the humongous machine idles along on its treadmill base, frying you with electrical currents from its front and back spokes and protected by two turrets and an endless supply of Foot Soldiers. You need to fight against the pull of the treadmill, fend off the ninjas, and attack the Technodrome’s giant eye to eventually blow open an entrance, but this is easily the toughest and cheapest boss battle in the game. Once you fight your way through the insanity of the Technodrome, the game ends with a one-on-one encounter with the Shredder; after teleporting in with a burst of lightning, he jumps about the enclosed arena trying to punch you and firing deadly shots from his one-hit-jill de-evolution pistol. However, it’s laughably easy to avoid this and stay out of his way, especially with Donatello, and you can even trap him in a corner using Leo’s rapid sword swings to make short work of the would-be-conqueror.

Power-Ups and Bonuses:
As ever, you’ll occasionally find pizza strewn about in the 2D sections to refill either two bars of your health with a slice, four with half a pizza, and the entire bar with a whole pizza. Like all of the game’s items, these are quite rare and hard to track down thanks to the maze-like nature of the levels, and you’ll need to remember to switch to a turtle with low health when you spot one to keep everyone in tip-top condition. You can also find a turtle-face icon that looks like its should be an extra life but actually grants your temporary invincibility and puts you into an awkward frenzy. In one specific area of the game, you’ll also need to track down missiles for the Party Wagon to destroy the barrier son the overworld, though you can just about get by with one load of ten if you plan your route and shots correctly. Areas three and four also hide the rope item, which you’ll need to automatically cross large gaps across rooftops in area four.You can also pick up additional weapons, which you can switch to with the ‘View’ button and which act as projectiles, with each having a limited amount of ammo. Sometimes enemies will drop additional ammo, but mostly you’ll just stumble upon the weapons out in the open in 2D sections and they’re extremely effective, killing many enemies in one hit. You can grab shurikens, tossing either one or a triple-shuriken spread for maximum coverage, a boomerang, and a “kaiai”, which fires out a powerful energy wave.

Additional Features:
In a change from most TMNT videogames, there’s no two-player option here; in fact, there aren’t any options to speak of in the base game, not even a difficulty mode or any sound options. Luckily, the Cowabunga Collection remedies that, awarding a 70G Achievement for completing the game and allowing you to view the game’s box art and manuals, switch between the Japanese and American version, and apply various borders and display options. While the enhancements only allow you to remove slowdown and sprite flicker, you can still rewind the game with the Left Bumper and access save states using Right Bumper, and choose to watch the game play itself if that’s your jam.

The Summary:
I was actually surprised by how much I enjoyed the TMNT’s first venture onto the NES. It helped that I knew all about some of its more frustrating and obscure moments thanks to watching the Angry Video Game Nerd and the reputation that game as earned over the years online as one of the most difficult NES titles. While the game’s presentation and execution are a bit janky, opting for a restrictive and confusing 2D sidescroller rather than a mindless beat-‘em-up, I liked that each turtle was selectable at any time and shared their own health and weapons. While they all control the same, they’re made unique by their individual weapons, which can be particularly game-breaking in certain situations, and I liked the top-down sections of the game, despite how confusing it can be to navigate at times. What lets the game down is the oddball nature of the enemies on show; it’s almost as if this could’ve been any NES action game as the enemies are decidedly off-brand for the TMNT, and the environments just aren’t detailed or distinctive enough to really make an impact or make best use of the license. The respawning enemies and labyrinthine gameplay certainly add to the game’s difficulty; some of the enemies are needlessly cheap and make it extremely difficult to not take damage. However, I enjoyed the boss battles, especially the presentation of the giant Mouser and the Technodrome, and it’s fun to add a little more depth to the TMNT beyond just repetitively pummelling enemies. Tense, frustrating, and head scratching at times, Teenage Mutant Ninja Turtles has a fair amount of action packed into it for such a limited title and it’s definitely worth checking out, especially with the enhancements offered by the Cowabunga Collection, which definitely reduce the challenge offered by this influential NES title.

My Rating:

Rating: 3 out of 5.

Pretty Good

Was Teenage Mutant Ninja Turtles a part of your NES library back in the day? What did you think to gameplay and presentation of the game, especially regarding its maze-like aspects? Which of the characters was your favourite to play as and which boss was the most exciting for you? Were you able to make it through the underwater section? What did you think to the additional features added to the Cowabunga Collection? What’s your favourite challenging game from the NES days? I have a comments section down below where you can share your opinions on this classic NES title, or you can start the discussion on my social media.

Game Corner [Sonic 2sday]: Sonic the Hedgehog 2 (2013; Nintendo 3DS)


After the release of Sonic the Hedgehog (Sonic Team, 1991), Sonic had firmly established himself as the hot new icon on the block and catapulted SEGA to the forefront of the Console Wars. Anticipation was high for a sequel and, in keeping with their aggressive marketing strategies, SEGA dubbed November 24, 1992 as “Sonic 2sday”, a marketing stunt that not only heralded the worldwide release of the bigger, better sequel but changed the way the videogame industry went about releasing games for years to come.


GameCorner

Released: June 2013
Originally Released: 29 October 1992
Developer: SEGA
Original Developer: Aspect
Also Available For: GameCube, Game Gear, Master System, Nintendo Wii, PC, PlayStation 2, Xbox

The Background:
I went into great detail about just how important a release Sonic the Hedgehog 2 (SEGA Technical Institute, 1992) was for SEGA; hot off an aggressive marketing campaign and the incredible sales of the first game, Sonic 2 saw SEGA’s supersonic mascot catapulted into mainstream popularity and success. Like with the first game, SEGA also commissioned an 8-bit version of the game; unlike its predecessor, Sonic 2’s 8-bit version was developed by Aspect and, unlike its 16-bit counterpart (and despite the game’s title cards), it did not feature Sonic’s new sidekick, Miles “Tails” Prower, as a playable character. Similar to the 8-bit version of Sonic the Hedgehog, I first played the 8-bit Sonic 2 on the Master System, before its 16-bit counterpart, and the game was noticeably different from its equivalent. Despite being more difficult on the Game Gear, the 8-bit Sonic 2 scored high upon release and, even years later when it was re-released on Nintendo’s Virtual Console, it was praised for not being a mere clone of its Mega Drive cousin.

The Plot:
Doctor Eggman is back! This time, he’s kidnapped Sonic’s new friend, Tails, and invaded South Island in search of the six Chaos Emeralds once more. Only Sonic has the speed, the skills, and the attitude to bust up Dr. Eggman’s Badniks, find the Chaos Emeralds, and rescue Tails from the egg-shaped madman’s grasp.

Gameplay:
Like its predecessor, and pretty much every Sonic the Hedgehog videogame, Sonic the Hedgehog 2 is a 2D, sidescrolling action/platformer in which you must guide Sonic through seven stages (referred to as “Zones”) with three levels (referred to as “Acts”) each. Unlike in the 16-bit game of the same name, Sonic’s arsenal remains unchanged from the previous title; pressing any button will see him become a whirling ball of spikes and allow him to break open power-up monitors and smash Dr. Eggman’s Badniks with his patented “Super Sonic Spin Attack” and you can also put him into a similar spin by pressing down on the directional pad (D-Pad) when running along or down slopes. Pressing up or down also lets you scroll the screen vertically but, otherwise, that’s it for Sonic. While he doesn’t have the Spin Dash here, Sonic is noticeably much faster than in the last game; the game, overall, runs much smoother than its predecessor and there are numerous quality of life improvements as well. While the heads-up display (HUD) is still limited, with your Golden Rings counter still rolling over to zero after you collect more the ninety-nine Rings and your life counter capped at nine despite you accumulating more lives in the end of Act score screen, you can now recollect a few Rings when you’re hit, which is a hell of a boon over the last game, and there’s far less periods of slowdown unless you’re underwater.

The game’s much bigger and smoother than its predecessor, if still restricted by its hardware.

There are, however, some noticeable omissions that make the game much harder. Gone are the Arrow Monitors and neither Signposts or Starposts are present, meaning that you’ll need to restart the entire Act if you lose a life. There’s also far less benefit to finishing Acts with fifty Rings or more; sometimes you’ll get a Ring or life bonus but there are no Special Stages to play this time around and, while extra life monitors can be found in Zones (usually off the beaten track or hidden behind hidden walls), these bonuses are much less prevalent than in the last game. Finally, while it’s great that the sprites are bigger and much more detailed, screen size is a real issue in the 8-bit Sonic 2; I don’t recall it being as big an issue in the Master System version but the Game Gear version definitely suffers from bottomless pits, spike pits, and other hazards being hidden off screen and, in a first for me, respawning Badniks whenever you leave the screen. Where the 8-bit Sonic 2 excels, though, is in its clear desire to mix things up a bit more. It bares absolutely no resemblance to its 16-bit counterpart and instead features entirely different Zones; while some are familiar, and their gimmicks are similar, the two are like night and day. This is seen right away in the first Zone, Underground Zone, which is a far cry from the bright, colourful levels that generally open Sonic games. This Zone features destructible blocks (which make their 8-bit debut here), ceiling spikes, lava pits, and, of course, the mine cart gimmick that appears again later in the game. Sonic’s options while riding a mine cart are limited to simply jumping from it before he meets a sudden end but your options are even more limited in Scrambled Egg Zone’s fast-paced tubes.

Spike pits are plentiful but the game’s finicky bubble and hang glider are a massive aggravation.

Similar tubes last you around in other Zones but these will require split-second decision making on your part and will often return you to the beginning of the maze, at best, or spit you out onto a spike pit or into the path of a Badnik at worst. You can also skim over the surface of the water in Aqua Lake Zone and explore its underwater ruins, collecting air bubbles to breathe and desperately fighting with the game’s clunky controls as you navigate Sonic through narrow, spike-filled tunnels while trapped in a big bubble. The 8-bit Sonic 2 also features the game’s trademark loop-de-loops, which appear most prominently in Green Hills Zone, a stage that features many uphill slopes and blind jumps over long spike pits. You’ll also roll around on spinning cogs in Gimmick Mountain Zone, bash through Dr. Eggman-branded blocks in Crystal Egg Zone, and generally find that most of the game’s Zones are much bigger and more difficult to navigate as a result. By far the absolute worst Zone in the game is Sky High Zone; at first, it’s a pretty typical sky-based level but, once you get past the collapsing platforms, sneaky spike pits, and figure out which clouds can be run along or bounced off, you’re met with the worst gimmick in this (or any) videogame: the goddamn hang glider! Controlling this damn thing is the hardest thing ever as you must have a lot of speed built up to stay airborne, tap left on the D-Pad in just the right way to gain height, and will fall to the ground (and usually your death) if you press the jump button, hit the ceiling, or hit a wall. All they had to do was have it so that you tapped up to stay afloat but, as it is, the controls are extremely counterintuitive and I have no doubt that many players’ experiences of the 8-bit Sonic 2 ended the moment they were forced to use this damn thing.

Graphics and Sound:
Sonic the Hedgehog 2 is a marked improvement over its predecessor in terms of presentation; apart from the aforementioned differences in screen size, there’s next to no discernible difference between the sprites and Zones of the Master System and Game Gear versions. Sonic’s sprite is thus bigger, more colourful, and much more cartoony; he has a whole new idle pose where he shrugs his shoulders with indifference when left idle and a whole bunch of new animations thanks to the game’s new gimmicks. Sadly, the Badniks don’t really get the same upgrade; you’ll encounter the same handful of enemies in every Zone and most of them are just recycled versions of Motobugs, Crabcrawlers, and Newtrons, with none of them really standing out.

Zones are bigger and more varied but have very sparse backgrounds.

The game’s Zones are quite the mixed bag; on the one hand, I absolutely love how they’re completely different from the 16-bit version and they’re definitely very unique, with some big and detailed foreground elements. On the other hand, the backgrounds are actually less detailed than before, with only Gimmick Mountain Zone really impressing me with its background elements. While Green Hills Zone is somewhat derivative, it distinguishes itself from its predecessor by having more slopes and (unfair) spike pits. Aqua Lake Zone might be similar to Aquatic Ruins Zone and Labyrinth Zone but stands out by allowing you to take the upper path across the water or using the new bubble mechanic. It was also quite the bold strategy to start the game with the dank and dreary Underground Zone but the use of mine carts and lava helps to make it a fun and simple enough opening stage.

Jaunty music, odd-ball Zones, and some fun little cutscenes add to the game’s flavour.

Perhaps the most bonkers Zone is Crystal Egg, which is populated by flying fish Badniks, cacti plants, falling crystal blocks, and a maze of translucent scenery that is a far cry from the mechanical hellscapes of most final Zones. Indeed, Scrambled Egg Zone (which bares more than a few similarities to Hidden Palace Zone from later Sonic titles) arguably would have been a better choice for the final stage, especially as the final boss is fought in an arena that’s more like Scrambled Egg Zone than Crystal Egg Zone. In addition to featuring a short opening cutscene, more detailed title cards (which replace the map of the last game and, oddly, feature Tails accompanying Sonic), and the traditional ending cutscene (including a cute little sprite of Tails), the game’s music is also quite a step up. Still featuring jaunty, catchy chip tunes, Sonic 2’s music is much longer and more layered than in its predecessor and more than makes up for the game’s less impressive sound effects (though the “SE-GA!!” chant at the beginning was a welcome and unexpected addition).

Enemies and Bosses:
As I alluded to above, the 8-bit Sonic 2 kind of drops the ball when it comes to its Badniks; once again, the only time you’ll see Sonic’s woodland friends dancing about is when you free them from the Dr. Eggman-branded flying saucer at the end of Act 3 and you’ll encounter the same handful of baddies in every Zone. There’s only really one new one (the hovering turtles, or “Game-game”, which are a constant pain in the ass) but some returning Badniks have been given an upgrade; Bomb, for example, spews pellets when it explodes and Buton appears as a more fearsome version of Ball Hog but lacks the former’s bomb-throwing ability.

Dodge Dr. Eggman’s bombs to destroy the Antlion and watch for the Goose’s little minions!

Rather than taking on Dr. Eggman in Act 3 of every Zone, you’ll instead have to battle the mad scientist’s six “Master Robots”, which each one appearing as a large, mechanical creature. As before, you’ll have to navigate through a few obstacles to even reach the boss without the aid of any Rings, which can be a pretty tall order when spikes and hazards are much more prominent this time around. Indeed, Dr. Eggman even inexplicably saves you from an unavoidable dip in lava to force you into battling the Antlion Mecha, a mechanical beetle that waits for you at the bottom of a steep slope. To defeat the Antlion Mecha, you have to jump over or avoid the bombs that bounce in from the left side of the screen so that they damage the boss instead of you. This is much easier said than done thanks to the slippery slope and the Game Gear’s reduced screen size; also, Dr. Eggman will rush in to try and ram you near the end so be sure to hop over him. The Goose Mecha requires a lot less strategy; it drops little Mecha Hiyoko around the clouds that you must take out and then bobs around the arena shooting projectiles at you. Simply ram it in the head and avoid getting hit and it’ll go down pretty easily.

Unlike the last game, many Master Robots require a more strategy than just head-on attacks.

Strategy rears its head again when you face the Mecha Sea Lion; if you try and attack as you would a normal Badnik, the Mecha Sea Lion simply balances Sonic on its nose and tosses him around. You can only damage it when its blowing up a red balloon; attack this before it can launch it at you and you’ll land a hit but, otherwise, this is a pretty simply battle. Similarly, the hardest thing about tackling the Pig-Boar Mecha is the spikes on its back and the rocks it causes to fall from the sky. Jump over it when it charges and it’ll stun itself, leaving it vulnerable for a quick hit before charging at you again, kind of like a mixture of the Emerald Hill Zone and Mystic Cave Zone bosses. The Pig Mecha can also be quite a pain; not only is it arguably the hardest boss to even reach thanks to you needing to spring your way over vast spike pits but it also can only be damaged when not curled up into a ball and the window of opportunity to strike is quite small. The Pig Mecha will roll, jump, or fly across the arena and screen trying to hit you and then uncurl to taunt you, making it functionally very similar to the fight against Mecha Sonic in the 16-bit game.

Defeat Silver Sonic without the Chaos Emeralds and you’ll never see the good ending.

Speaking of Sonic’s robotic doppelgänger, you’ll encounter Silver Sonic at the end of Scrambled Egg Zone. Despite its sleeker, more futuristic appearance, though, Silver Sonic is far easier to take on; it tries to slap you with an extending arm and will repel your Spin Attack with one of its own but is otherwise very easy to attack when it’s standing out in the open or trying to charge at you with its rocket boots. If you didn’t find the five Chaos Emeralds before this boss, your game will end here but, if you did, Silver Sonic relinquishes the sixth and final Emerald and you get to play Crystal Egg Zone. This culminates in a final battle against Dr. Eggman; this time, he summons spinning energy balls, arena-filling electrical storms, and little thunderbolts to try and kill you but, while this fight is certainly more harrowing than in the last game, it’s actually more about patience and timing. Sonic must hop into the tubes and circle the arena over and over, popping out to land a hit only when the timing is right and the hazards are gone, which can take some time and be a bit frustrating. Once you defeat Dr. Eggman, he’ll flee once more but, rather than delivering a final blow, Sonic is content to be reunited with Tails.

Power-Ups and Bonuses:
Oddly, Sonic the Hedgehog 2 actually includes less power-ups than its predecessor. You can still find monitors in Zones that will grant you an extra ten Rings or an extra life, but there are no longer shield monitors and I don’t recall seeing any speed-up shoes, either. The invincibility is still present, though, and not only appears far more often but is actually required to reach the Goal Post in some Zones as it’s the only way of safely crossing the spike pits.

Additional Features:
Like the previous game, playing the 8-bit Sonic 2 on the 3DS is highly recommended; the game is much tougher than its predecessor so the save states are massively helpful when trying to hunt down the six Chaos Emeralds. With no Special Stages to play, you once again have to hunt for the gems in Zones, with all of them being found in Act 2 this time around. However, these are much harder to get to than before, requiring you to stay on higher paths when it’s almost impossible to do so, jump through hidden walls that don’t look any different to other parts of the environment, and making pixel-perfect bounces on springs. They’re also far more important than in many Sonic titles as, if you don’t have all five by the time you fight Silver Sonic, you can’t play the final Zone or rescue Tails; indeed, the game’s bad ending heavily implies that Tails dies as a result of your inadequacies! Sadly, you’ll probably see this ending a lot without a guide; the Master System version has a convoluted level select code that used to help me out a lot as a kid but legitimately beating this game with the good ending takes a great deal of skill…and it’s not like you get to play as Tails for your efforts, or at all for that matter.

The Summary:
Sonic the Hedgehog 2 contains many quality of life improvements over the original; the game is bigger, with more colourful and detailed sprites, has a more developed soundtrack, more Zones, and runs a lot fast and smoother (especially when underwater). There’s loads of fun new gimmicks introduced here that help the game stand out from its 16-bit counterpart; the two are like night and day, with each Act being a little different from the last and new mechanics at your disposal so that it isn’t just more of the same Sonic action. However, at the same time, there’s noticeably less; no Special Stages, no real incentive to finish Zones with Rings, less power-ups, and the noticeable absence of Sonic’s two-tailed companion. Not only that but the game is far more difficult, almost unreasonably so, and made even trickier by the Game Gear’s lower screen resolution. Tracking down the Chaos Emeralds this time around was an absolute chore rather than being fun and making it so that you have to have them to even play the full game was a bit of a stretch. However, by far the worst thing is that damn hang glider; it basically derails the entire game as it’s almost impossible to control and, while you can finish Sky High Zone (and even acquire its Chaos Emerald) without using them, I can’t help but feel like this mechanic could have been better implemented. Overall, I’d say it’s definitely a worthwhile inclusion to your library but do yourself a favour and get it on a console like this that allows for save states as it makes the game far more enjoyable.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think to the 8-bit version of Sonic the Hedgehog 2? How do you think it compares to its predecessor and its Mega Drive counterpart? Which of its unique Zones is your favourite? Were you annoyed that Tails was reduced to a hostage rather than being a playable character? Did you ever manage to get the hang of the hang glider and find all the Chaos Emeralds? How are you celebrating “Sonic 2sday” this year? Whatever your thoughts on Sonic 2, and Sonic in general, drop a comment below.

Game Corner [JLA Day]: Justice League Heroes (PlayStation 2)


To celebrate the release of Justice League (Snyder/Whedon, 2017), DC Comics named November 18 “Justice League Day”. Setting aside all the drama surrounding that movie, this provides a perfect excuse to spotlight DC’s premier superhero team, which set the standard for super teams in comics by bringing together DC’s most powerful heroes.


Released: 22 November 2006
Developer: Snowblind Studios
Also Available For: Nintendo DS, PlayStation Portable, and Xbox

The Background:
After coming together in November 1959, the Justice League of America (JLA) quickly became one of DC Comic’s best-selling titles. This shouldn’t be entirely surprising considering the team came to be comprised of DC’s most popular characters: Clark Kent/Superman, Bruce Wayne/Batman, Diana Prince/Wonder Woman, Hal Jordan/Green Lantern, Arthur Curry/Aquaman, Barry Allan/The Flash, and J’onn J’onzz (also known as “John Jones”)/Martian Manhunter. The team saw many members come and go over the years but was a constant staple of DC’s library of comic books and soon expanded into other media. Interestingly, the Justice League’s success hasn’t always resulted in the best videogames, though, meaning developers Snowblind Studios faced a bit of an uphill battle right from the start when creating Justice League Heroes. Built out of a modified engine of their critically acclaimed title Baldur’s Gate: Dark Alliance (ibid, 2001), the developers ending up removing features from that game and engine to focus on extending the length of Justice League Heroes, which has more than a few similarities to Marvel: Ultimate Alliance (Raven Software/Barking Lizards Technologies, 2006), which released about a month earlier. Reviews of the game were mixed across platforms, though, and the game was generally regarded as a bit of a mediocre and mindless beat-‘em-up.

The Plot:
The Earth is under attack from the robot forces of Brainiac, who has coerced many of the world’s most notorious supervillains into helping him consolidate the power afforded to him by a mysterious box from the stars. In response, the world’s greatest heroes, the Justice League, leap into action and team up to oppose Brainiac’s plot in a globe-trotting adventure that requires all of their individual abilities and skills.

Gameplay:
Justice League Heroes is a top-down action brawler in which you (and either another player or a computer-controlled partner) battle through a number of recognisable locations from the DC universe as various members of the Justice League. The game’s story is split into a number of missions that see two members of the Justice League teaming up at any one time; a second, human player can join the game at any point from the pause menu, a solo player can freely switch between the two heroes at will by pressing up on the directional pad (D-pad), and you’ll also be tasked with assembling one or more custom teams of two characters later in the story but you’ll never get the opportunity to switch out characters completely or replay missions with different characters. Gameplay in Justice League Heroes revolves almost entirely around beating up endless hoards of robots and aliens and solving some very light puzzles; characters can jump with a press of the Triangle button (and double jump or fly/glide with subsequent presses depending on who you’re playing as), attack with strong and fast attacks with Circle and X, respectively, and can grab enemies or objects with Square and block incoming attacks by holding R1. By entering different button presses (X, X, O, for example), players can pull off simple combo attacks to take out enemies but there are, sadly, no team up attacks to be found here.

The Justice League’s various superpowers are at your disposal and can be upgraded to be more effective.

While every character controls the same except for their ability to fly or glide, each one is made slightly different from the other through their individual superpowers. By pressing L1 and either Triangle, Square, Circle, or X, players can pull off their character’s signature super moves as long as they have enough energy stored up. This allows you to blast enemies with Superman’s heat vision, for example, or turn them into rabbits with Zatanna Zatara’s magic, or smash them with John Stewart/Green Lantern’s massive sledgehammer. Pressing L1 and R1 will see each character (with some exceptions) pull off a more powerful  super special attack which, again, varies per character; Superman, for example, will become stronger while Batman unleashes a swarm of bats to damage foes and Martian Manhunter briefly becomes intangible and invisible. They’re all pretty useful and different enough in their own way, with most characters having a projectile of some sort, a move to boost their attack or speed, or being able to stun or otherwise incapacitate enemies and you’ll sometimes (very rarely) need to use a specific character’s superpowers to bypass obstacles in order to progress. When playing alone, you can also issue simple commands to your partner using the D-pad; this allows you to increase the aggressiveness of their attack or have them focus on defence, which can be useful when teamed with Zatanna as she’s able to heal all team members.

Rescue civilians, activate consoles, and destroy targets to progress amidst the mindless brawling.

Overall, I found the computer to be surprisingly useful and competent; if your partner gets downed, however, you’ll have to rush in to revive them but the game automatically revives any downed characters when you reach one of its numerous checkpoints and enemies will often drop health-restoring orbs to keep you ticking over. Furthermore, if you’re able to attack enemies without taking damage, you’ll build up your “Heroic Meter”, which will increase your damage output until you get hit, and you can alter the difficulty of the game and its enemies by selecting different difficulty settings from the main menu. Despite the game being extremely linear, the developers included a helpful mini map, which you can expand by pressing in the right analogue stick. This isn’t always necessary but, as many of the environments are rather drab, grey, similar, and somewhat labyrinthine at times, it’s a welcome addition to keep you on track even during the game’s shorter and more straightforward missions. Unfortunately, the top-down view can be rather restrictive at times; many areas are filled with debris or obstructions and it always seems like you can only see just enough of the area, which can lead to enemies catching you off guard or hiding behind parts of the environment with no way to see them as they don’t show up on the map. It’s not all mindless brawling, either; occasionally, you’ll be tasked with rescuing a number of civilians or hostages, faced with a time limit, or directed to activate consoles to lower barriers in order to progress. As alluded to earlier, these very rarely require you to use the Flash’s superspeed or the Martian Manhunter’s intangibility to get past obstacles and stop fans, lower energy barriers, or deactivate Kryptonite hazards so that you can progress further. Sometimes you’ll also need to destroy a wall or use a character’s flight to progress across rooftops and, in the final portion of the game, you’ll not only have to protect Superman as he smashes through Darkseid’s fortress but you’ll also be faced with an extremely frustrating and confusing teleport puzzle that was the only time I had to actively look up a solution online.

Graphics and Sound:
Thanks to its zoomed out, top-down perspective, Justice League Heroes is, largely, able to get away with hiding any inconsistencies and defects in its in-game character models. Since you never really see your characters up close, the developers can have them talk and drop hints and quips without really needing to animate their mouths and the simple beat-‘em-up action of the game means that characters just need to look somewhat decent when they throw punches, grab cars, or blast out energy beams. And, for the most part, they do; there’s some neat little touches here and there (like Martian Manhunter being able to transform into his true, more monstrous form and the Flash being accompanied by a speed force double and lightning) and characters are always talking so you know when you need to drop or combine Boosts or have a vague idea of how the story is progressing.

Sadly, the game’s environments and enemies tend to be quite dark, bland, and boring.

Sadly, enemies and environments don’t always live up to the colourful and eye-catching depiction of the titular Justice League. It takes a long time for you to battle anything other than Brainiac’s generic robots or explore areas beyond the wrecked streets of Metropolis or the cold, grey corridors of Scientific and Technological Advanced Research Laboratories (S.T.A.R. Labs) and the like. Eventually, though, you do venture into more visually unique environments like the subways, a honeycomb and sap-encrusted hive, the ruins of J’onn’s civilisation on Mars, Gorilla City, a Lovecraftian dimension populated by strange rock creatures and living tentacles, and a version of Apokolips created on Earth but there’s very little variety offered in terms of the enemies or puzzles and hazards you face as you progress. No matter where you are, it’s the same thing every time: defeat all enemies, maybe activate a console, and reach the end of the stage.

Even Ron Perlman can’t salvage the blurry, rubbery graphics of the game’s cinematics.

The bulk of the game’s story (which is about as generic as you can get for a Justice League videogame) is conveyed through CG cutscenes featuring the traditional rubbery-looking graphics you’d expect from a PlayStation 2 game. I did notice some slowdown when there was a lot happening onscreen and, in terms of music and sound, the game is very unimpressive; the voice cast isn’t even the same one as in the popular Justice League animated series (2001 to 2006) and, while I love me some Ron Perlman, he just sounds bored whenever his Batman speaks (I’m also not really a fan of how often Batman is shown in broad daylight).

Enemies and Bosses:
As I’ve mentioned a bit already, you’ll wade through numerous disposable enemies in your mission to stop Brainiac and his lieutenants but none of them are particularly interesting. You’ll battle robots of varying sizes, humanoid wasps, White Martians on the surface of Mars, Gorilla Grodd’s gorilla forces, and Parademons but, once you’ve fought one lot of enemies, you’ve fought them all as they all feature regular foot soldiers who shoot at you and both flying and bigger variants that can take a bit more punishment. Honestly, the only enemies I even remotely found interesting were the weird crab and toad-like enemies you face later in the game and the instances where you battle Brainiac’s skull robots and failed clones of Doomsday because they at least looked a little different.

Many of the game’s bosses require you to fend off minions or destroy or activate consoles to attack them.

Before you can defeat Brainiac, you’ll have to battle a number of bosses; some of these are simply bigger, more dangerous versions of enemies you’ve already fought or Brainiac’s more deadly robots and duplicates. You’ll battle a Brainiac duplicate in S.T.A.R. Labs, for example, but this fight isn’t just about throwing punches. Instead, you have to activate consoles to lower barriers and rescue the scientists against a time limit all while “Brainiac” fires lasers and energy blasts at you. You’ll also encounter some of the more obscure villains from DC Comics’ gallery; Queen Bee has established a hive in the Metropolis subway and is transforming civilians into monstrous insect hybrids and, when you confront her in her throne room, she shields herself from your attacks and rains missiles into the arena that make the floor sticky. She’s only vulnerable when she leaves her throne but your window of opportunity to attack her is hampered somewhat by her minions, her energy blasts, and her tendency to dart across the screen like a madwoman. You’ll also butt heads with the Key, of all people. Like with Brainiac’s duplicate, you have to rescue some scientists against a time limit during this battle but the Key proves to be a particularly elusive and versatile enemy as he teleports around the place and causes hazards to blast out from his dimensional portals.

Grodd and Brainiac use their powers, technology, and minions to keep you at bay.

Similarly, when fighting Doctor Louise Lincoln/Killer Frost, you’re given one minute and forty seconds to destroy three missiles (and five seconds to get away from each before they explode) in addition to battling her and her icy minions. Killer Frost can conjure grunts, form ice shields, and blast at you with ice and icicles, all of which can make battling her quite tricky and annoying as your attentions are constantly divided. After reaching the core of a pyramid-like structure on Mars, Superman and the Martian Manhunter have to battle the White Martian leader; this guy is also accompanied by disposable White Martian grunts and you’re tasked with activating four nearby power nodes to defeat him. Things get noticeably more interesting when the Justice League splits into teams; while one team flies through the upper atmosphere destroying generators on invading spacecraft, another destroys power turbines in Gorilla City and gets into a confrontation with Gorilla Grodd. Grodd primarily uses his staff to attack and is joined not only by an inexhaustible supply of gorilla minions but also a series of energy-firing turrets so it’s probably best to try and keep your distance and stay on the move to emerge victorious in this fight. After battling their own security system in their Watchtower space station, the Justice League then faces off with a larger, more powerful Doomsday clone that, unlike pretty much every other boss in the game, boils down to a question of who can attack hardest and fastest rather than distracting you with tricks and puzzles.

Of course Darkseid turns out to be the true final boss of the game!

Eventually, you’ll breach Brainiac’s main base and be forced to battle his three robot guardians before you confront him; Brainiac is completely protected by an energy shield and is only vulnerable when he rises from his throne and only for a brief window of time. He also likes to teleport you to the far end of the arena, where you’re forced to destroy the generators that power his barriers and take out some minions just to get back up to him, so it’s more a question of patience than anything. As you might have guessed, the moment you defeat Brainiac he is immediately usurped by Darkseid, who teleports you away to a hellish dimension and then converts Earth into a new Apokolips. You’ll need to assemble two teams of four to confront Darkseid, who stomps around his throne room creating shockwaves and plumes of fire along the ground and blasting at you with his powerful Omega Beams. Being an all-powerful New God, his health also regenerates over time, meaning you’ll have to keep pummelling him again and again in order to keep him down. This was, honestly, a bit of a confusing fight; you can grab the “Apokolips Hypercube” nearby, which seems to weaken him and make him vulnerable to your attacks but I also found myself running around with it in my hands and not doing any damage to Darkseid at all and then he just suddenly succumbed to my attacks and was defeated.

Power-Ups and Bonuses:
In almost every area in the game, you’ll find objects that you can grab and use as weapons; some of these are limited to the specifics of your character, though, meaning that you won’t be lifting cars over your head as, say, Oliver Queen/Green Arrow, for example. Still, you can grab post boxes and parking meters and cars and such to bash over enemy’s heads, which adds a bit of variety to the otherwise relentless combat. You can also pick up temporary power-ups throughout each environment to give yourself and your team mate a bit of a power boost so it can be worth exploring a little bit and smashing destructible objects wherever you see them.

Level-up to increase your stats power-up your attacks with Skill Points and Boosts.

The game also features some light role-playing elements; as you defeat enemies, you’ll gain experience points (EXP) and level-up once you’ve earned enough EXP. This will increase your stats and abilities but you also earn Skill Points that you can spend upgrading your character’s superpowers up to five different ranks to increase their effectiveness and duration. Additionally, enemies will also drop various “Boosts” that you can equip at any time; you can also combine Boosts together to create new, more powerful Boosts and equipping these will also boost your superpowers, increase your damage output or defence, or increase the range and duration of your attacks.

Additional Features:
Although the game is extremely linear, there are often some rewards to be found through exploration; generally, these will just be stockpiles of health, energy, or Boosts but you’ll also find be civilians in danger who need rescuing who will drop “Justice League Shields”. Shields can also be found by destroying parts of the environment and you can spend these on skins and additional characters. While you can select any of the unlockable costumes at any time, they won’t actually load until you reach the next checkpoint/area and you can only select to play as the unlocked characters when the game allows you to pick a team of your own. The skins available are quite impressive, though; while not every character gets a skin, some offer bonus boosts to your stats and there’s some fan favourites available here, like Superman’s black suit, Batman’s traditional blue and grey suit, and the Jay Garrick version of the Flash. You can also unlock the likes of Green Arrow, Aquaman (sporting his water hand), Helena Bertinelli/The Huntress, and what I assume is the Kendra Saunders version of Hawkgirl.

Unlock additional characters, costumes, and modes by finding Shields and completing the game.

You’ll notice, however, that neither Huntress, Aquaman, or Hawkgirl have an L1+R1 special move, though I’m not entirely sure why. You can also unlock Hal Jordan and Kyle Rayner but, despite these two being separate characters, they control exactly the same as John Stewart, which is a little disappointing; none of the unlockable characters have alternate costumes either, which is a bit of a missed opportunity in my book. Initially, you can select from Easy, Normal, or Hard difficulties but you’ll unlock two more difficulty levels (Elite and Superhero, on which most enemies will kill you in one hit) and be given the option of starting the game over from the beginning with all of the upgrades and EXP you amassed during your run upon completing the game. Sadly, there’s no option to free play any mission with any character, no versus mode, and no option to play online or with more than one other player but there are a number of cheats that you can activate from the pause menu to give yourself invincibility, infinite energy, all upgrades, and a bunch of Shields to quickly unlock all of the game’s skins and characters.

The Summary:
Justice League Heroes isn’t going to really offer you anything you can’t get from any other mindless beat-‘em-up; the stages and enemy designs can be very bland and boring and there really isn’t much asked of you other than to mash the same buttons over and over and activate a few consoles. Still, as a fan of beat-‘em-ups and brawlers, I found Justice League Heroes to be a pretty decent way of spending an afternoon; there’s a lot of characters available to you and I like that the story mixes the teams up quite often and allows you to put together your own teams, and the game is probably even more enjoyable with a friend to play with. There could have been more options and unlockables available (such as free play mode, maybe some challenges, and a boss rush), the music and graphics can stutter a bit, and the game is awash with dark, boring, grey locations, but, as a repetitive brawler featuring the Justice League, it’s decent enough, though probably not very appealing to those that aren’t fans of the source material and characters.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played Justice League Heroes? If so, what did you think to it? Were you disappointed by the game’s presentation, selection of villains, and the inability to freely pick characters on the go? Which of the available characters was your favourite and preferred duo? What genre do you think would work for a future Justice League videogame? What version of the Justice League is your favourite and are there any DC superheroes you’d like to see added to the team someday? How are you celebrating Justice League Day this year? Whatever your thoughts on Justice League Heroes, and the Justice League in general, feel free to drop a comment below.

Game Corner [Wolvie Wednesday]: X-Men Origins: Wolverine: Uncaged Editon (Xbox 360)


When readers were first introduced to the character of James Howlett, better known by the names “Logan” and “Wolverine”, it was in the pages of The Incredible Hulk. From his first full debut in issue 181 all the way back in November 1974 to him officially joining the X-Men in 1975, the character has become one of Marvel Comics’ most recognisable and enduring superheroes, regularly featuring in solo and team comics, cartoons, movies, videogames, and countless other merchandise.


Uncaged Edition

Released:  May 2009
Developer: Raven Software
Also Available For: Mobile, Nintendo DS, Nintendo Wii, PC, PlayStation 2 PlayStation 3 PlayStation Portable

The Background:
20th Century Fox profited greatly after acquiring the X-Men movie rights from Marvel Comics. Under their banner, the first three X-Men movies (Various, 2000 to 2006) made over $600 million and, eager to capitalise on that financial success and the popularity of their star, Hugh Jackman, they quickly began production of a spin-off film focusing solely on breakout star Wolverine. While X-Men: Origins Wolverine (Hood, 2009) proved a financial success, reviews ranged from mixed to scathing (unfairly, in my opinion) but the same couldn’t be said about the obligatory tie-in videogame. Developed by Raven Software, the game was a violent hack-and-slash adventure that expanded upon the film’s storyline using elements from the comic books and emphasised frenetic, gory violence very much like the God of War videogames (Santa Monica Studio/Various, 2005 to present). X-Men Origins: Wolverine: Uncaged Edition was highly regarded by critics and fans alike as one of the most enjoyable and entertaining videogame adaptations ever made.

The Plot:
Decades before he joined the X-Men, Logan (a Mutant with retractable bone claws, a superhuman healing factor, and heightened senses) was a part of William Stryker’s Team X and operated under the codename Wolverine. After many years working alongside his half-brother, Victor Creed, Logan walked away from his violent life only to be forced back into the fight (and to undergo a radical procedure to bond indestructible Adamantium to his skeleton) when Victor killed his lover.

Gameplay:
X-Men Origins: Wolverine is a hack-and-slash action brawler with very light platforming and puzzle elements that sees you cast into the role of the titular Mutant, who has the voice and likeness of X-Men star Huge Jacked-Man Hugh Jackman. The story can largely be summarised as taking “inspiration” from the movie, as the narrative constantly switches back to Africa to follow Wolverine’s final mission with Team X, and to the present day of the mid-1980s in a truncated and decidedly different, if similar, version of the events from the film. The gameplay is primarily geared towards slicing and dicing enemies with Wolverine’s bone or Adamantium claws in a variety of gruesome ways: Wolverine can attack with quick, light strikes with X, heavier attacks with Y (which can also be charged by holding the button), and string together successive presses of X and Y to pull off devastating combos (which you can review at any time from the pause menu) that turn Wolverine into a whirling dervish.

Lunge at enemies, unleash your Fury Attacks, and use Feral Senses spot environmental kill spots.

Wolverine can also jump with A, cling to ledges and climb certain walls, block, reflect, or counter incoming attacks with the Left Trigger, and grab enemies with B. Once grabbed, you can mash X to pummel them or toss them at other enemies (or into instant death environmental traps), or charge Y to perform a “Quick Kill”. Wolverine can also dash ahead with the Left Bumper but I found that this was a bit clunky and awkward as there is a delay between Wolverine stopping at the end of the dash and returning to a run, so it’s far better to press the Right Bumper and LB to perform a rolling dodge instead. One of Wolverine’s most useful skills, though, is his lunge attack. By holding RB to target enemies, you can then press LB to leap towards your target and attack them with X, B, or Y to quickly pounce across gaps and from target to target, which is endlessly satisfying when overrun by enemies. As you progress through the game, you’ll also unlock four Fury Attacks that can be unleashed when your Rage Meter is full and by pressing the Right Trigger and either A, B, X, or Y. Each of these can also be upgraded further and will see Wolverine fly into a berserker rage and becoming a spinning whirlwind of claws and death as you mash buttons to extend the duration of his onslaught. Wolverine also has the benefit of his heightened senses; by pressing up on the directional pad (D-pad), you’ll see the body heat of nearby enemies, climbable ledges and surfaces, footprints when tracking targets, and an ethereal blue light that points you in the right direction in a mechanic very similar to the Detective Vision from the Batman: Arkham games (Rocksteady Studios/Various, 2009 to 2015), though much more basic.

Puzzles are pretty simple and amount to little more than button mashing or powering up consoles.

While the environments you find yourself in are quite linear, they are also made up of a lot of dark, grey corridors, so Wolverine’s Feral Senses are helpful for keeping you on track and spotting opportunities to instantly kill your opponents. I’m not sure why but the developers also allowed you to sheath and unsheathe your claws by pressing down on the D-pad; this doesn’t really seem to do anything but I guess it adds to the immersion of being Wolverine and, very rarely, you’ll be able to instantly kill enemies by sneaking up behind him and pressing either B or X. A good 90% of the game is made up of mindless hack-and-slash combat, usually restricting you to a set area and fending off waves of enemies who can seem never-ending at times. Other times, though, you’ll need to pull off some tricky jumps and awkward platforming; mostly, this isn’t a problem, but that are times when you have to jump from platforms and ledges or ropes and it can be very difficult to make even simple jumps thanks to the dodgy camera and invisible barriers nudging you to your death. Wolverine will also have to zip down wires to cross gaps, precariously walk across balance beams and girders, and occasionally pull or push large objects (usually crates or jeeps) by holding B. Other times, you’ll need to mash A to turn a wheel to open a door or find a crank or power source and carry it to a power node by picking it up with B. It’s all very simple and puzzles generally don’t become more taxing than that, standing on pressure pads, or scaling towers. Given his Mutant abilities, Wolverine is extremely durable, able to sustain prolonged gunfire and attacks and continue fighting. Your health bar will automatically regenerate if you avoid attacks for a few seconds but you can still be “captured” if your bar is completely drained and your vital organs are damaged so, while you can largely leap head-first into situations and groups of enemies, it’s best to keep an eye out from spiked traps and avoid being set on fire or pummelled by larger enemies.

Gameplay is mixed up by a few different sections and mechanics, some more welcome than others.

Wolverine’s biggest danger in this regard is falling while trying to jump or navigating across bottomless pits or large chasms; if you fall, you’ll have to restart from your last checkpoint but, thankfully, checkpoints are quite numerous and generally always come right before a tricky situation. Gameplay is further mixed up by a few quick-time events (QTEs), mainly when opening doors, and slightly different camera angles and chase sequences, such as when Wolverine has to race down the spill well of the Alkali Lake facility and leap from jeep to jeep, dispatching enemies as a wall of water comes inexorably after him. Other times, helicopters will fire at you relentlessly and you’ll have to dart between platforms and cover to avoid fire or frantically run and jump across surfaces that crumble beneath your feet. In another mission, you have to lunge at enemies on speedboats down a racing river; if you fall in the water, you’ll have to restart but you eventually commandeer a machine gun turret and can fire wildly at your pursuers by holding RT. One particularly annoying mission has you dodging between metal shields as automatic turrets fire at you; you’ll need to activate a console to put the shields in place to stave off the heavy ordinance and use similar consoles to position teleporters around the sentinel facility.

Graphics and Sound:
Generally speaking, X-Men Origins: Wolverine looks pretty good; environments can be a bit bland and drab at times but you’re constantly hopping back to the jungles of Africa, which helps add a bit of visual variety to the game even if the environments remain quite linear and have very few opportunities for you to explore in a meaningful way. Character models are decent enough but the developers clearly put the most time and effort into the titular character; no other character from the movie save Victor Creed bares the voice or likeness of their actor, which is disappointing, and most of the enemies you encounter are largely generic soldiers with little to really make them stand out. As mentioned, Wolverine spends a lot of his time flashing back to Africa; here; you’ll run through the ruin-strewn jungle and encounter a number of machete-wielding natives and ancient booby traps and such. It’s a stark contrast to the boring, grey corridors of Alkali Lake (a location I could live with never having to see again) but the game claws back (no pun intended) some visual variety in the Sentinel facility and the casino where you pursue and battle Remy Lebeau/Gambit. These locations are much more interesting to look at, being a vast technological complex full of intricate machinery and Sentinel parts and a neon-drenched skyscraper that sees you climbing horizontally and vertically, respectively.

Environments can be dark, drab, and bland but some manage to stand out regardless.

It’s a shame, then, that the game doesn’t change the location of its finale, which sees you back in dull, concrete surroundings on Three Mile Island, but I did enjoy the visual of battling Wade Wilson/Weapon XI/Deadpool atop the cooling tower like in the movie. The game’s story is largely told during gameplay using the in-game graphics, often with Wolverine conversing with his superiors or allies via an earpiece (again, very similar to the Batman: Arkham games). There are some CG cutscenes here, though, which are quite blurry and muddy as you might expect from an Xbox 360 title. Similarly, the music isn’t really anything to shout about; it’s not exactly memorable or catchy and the only thing really salvaging the audio presentation is Jackman’s unparalleled work as the titular character. There was, however, quite a bit of slowdown whenever there was a lot happening onscreen and the game doesn’t do a very good job of masking its loading times; often, the game stops completely and you’re left with a “Streaming…” message while it loads the next area, which interrupted the flow of the game considerably at times. You’ll find some interesting audio logs and references to (and cameos from) some recognisable X-Men characters, though, and the final cutscene even places Wolverine in the “Days of Future Past” (Claremont, et al, 1981) timeline.

The game’s biggest appeal is in its graphic violence and gore in depicting Wolverine’s brutal nature.

Where the game excels, though, is in its unrelenting gore and violence; ironically, X-Men Origins: Wolverine is more violent and uncompromising than the film it’s based on, meaning that kids who enjoyed the film probably weren’t old enough to play the game at the time! As Wolverine takes damage, his skin and clothing is torn and shredded, revealing his Adamantium skeleton, which is both gruesome and fantastic to see. The wounds heal up over time but you’ll often be running around with a fully metallic arm or half a metal skull, which is something we really haven’t seen in the films yet. When attacking enemies, Wolverine can slice off limbs, impale them on the environment, and set them alight or electrocute them with environmental hazards and you’ll often see dismembered bodies writhing on the floor in agony and heads flying from their shoulders. One of the most brutal kills in the game comes when Wolverine rips a helicopter pilot out of his cockpit and forces him head-first into the blades! There’s no nonsensical censoring in this game; it’s bloody, violent action all the way through and this really helps to make the repetitive hack-and-slash gameplay more interesting and entertaining.

Enemies and Bosses:
As mentioned previously, the majority of the enemies you’ll encounter in the game are machine gun-toting soldiers; when in Africa, you’ll fight wild natives who wield machetes but you’ll also battle some rather generic-looking robots when breaching the Sentinel facility. It doesn’t take long for you to encounter more formidable variants of these enemies, such as the Machete Champion (who can set you ablaze), shield carrying soldiers (whose guard you must break with a charged heavy attack), soldiers packing grenade launchers (whose projectiles you must reflect back), and even invisible enemies (“Ghosts”) who carry shotguns and are be dispatched by grabbing them and tapping Y to blow their heads off. You’ll also come up against more monstrous enemies such as the lava-and-rock-covered Leviathan and the Weaponized Experiment Neurodindritic Incident Gamma Zero (W.E.N.D.I.G.O.) prototypes; these are best attacked with your Fury Attacks as they charge at you, deliver big damage with their swings, and can catch you in mid-air as you lunge if you don’t get around behind them. As you damage the Leviathan, it’ll protect itself with tougher rock and start tossing and smashing boulders at you so you’ll have to lunge at it whenever possible and you’ll soon be faced with two to four of these enemies at a time so it’s best to get a rhythm on.

You’ll be leaping at a lot of helicopters but especially to bring down the sharp-shooting Agent Zero.

You’ll also have to fight “Jungle Mutants” like Shifter, a blue energy being who teleports about the place, traps you in electrical prisms of light, and can duplicate itself (but is, thankfully, easily dispatched with environmental kills). The first time you encounter these enemies, they act as sub-bosses but quickly become regular enemies and you’ll often be faced with a variety of different opponents and forced to adapt to each on the fly. A recurring element in the game are the helicopters that are sent to bring you down; at least three times you’ll have to outrun these pursuers and then lunge at them, moving the left analogue stick to avoid being shot at and smashing your way into the cockpit with X or Y to bring them down. There’s a particularly gruelling battle that has you dodging helicopter fire as four W.E.N.D.I.G.O.s attack you at once but, thankfully, enemies can damage each other so you can position the beasts into each other’s attacks and the bullets from the helicopter. Prior to this battle, you’ll also have to contend with a pretty unique switch in perspective as David Nord/Agent Zero takes shots at you with his sniper rifle and you control Wolverine from the perspective of Nord’s sniper scope.

Creed is a far less pivotal or threatening figure in the game despite being fought twice.

The first real boss you’ll battle is Victor, Logan’s stepbrother (though this plot point, like a lot of plot points from the film, is nowhere near as relevant or emphasised as in the movie). You’ll fight Victor twice throughout the game, with the first bout taking place in and outside of a bar and the second inside of Stryker’s island base, just like in the film. Victor mirrors many of your own abilities and can lunge, swipe, and claw at you; he can also grab you to deliver combos and you’re in just as much danger of being impaled on the environment throughout the game as he and your other enemies are. Still, Victor isn’t much of a threat; although he boasts the same healing factor as Wolverine, I never actually noticed his health regenerating in either fight and it’s pretty simple to lunge at him, block and counter his attacks, and either use the environment or your Fury Attacks to whittle his health down and defeat him in both battles.

The Sentinel poses a formidable threat and must be attacked both on the ground and in mid-air!

As you might expect given that you end up in a Sentinel facility, you’ll have to battle with a Sentinel prototype as well. The first time you encounter the Sentinel, it’s in pieces and you have to solve a bit of a track puzzle to position its hand in place to attack its head but, despite your efforts, Bolivar Trask activates the prototype and you have to fight it outside the facility. The Sentinel is suitably massive and stomps around the place, leaps at you to cause shockwaves, fires laser blasts from its hand, and grabs you to blast you with its eyebeams in a homage to that iconic “Days of Future Past” cover art. To battle the Sentinel, you need to attack its feet and hands; this is best done by luring it towards the electrified panels on the floor, which will stun it for longer (though it’s difficult to tell that you’re actually dealing damage to it because of its high health bar). Once you damage it enough, it’ll take off and you’ll have to freefall down to it, dodging or ploughing through debris and guiding Wolverine to its thrusters. Eventually, you’ll do enough damage that Wolverine targets its main power source, which requires you to mash B to rip open its chest plate before it can blast you.

While the Blob is simple, Gambit leads you on an elaborate chase and is the most frustrating boss.

Immediately after felling the Sentinel, you’ll fight with Fred Dukes/The Blob; unlike in the movie, this fight takes place in a supermarket full of destructible elements. The Blob is very similar to the Leviathan and W.E.N.D.I.G.O. enemies and will charge at you and repel your lunges with his drum-like belly. Once you damage him enough, though, he’ll try to squash you with a belly flop, which stuns him long enough for you to lunge or mount him and claw at him and force him into walls to bring him down. Immediately after that fight, you’ll have to battle what was, for me, the most annoying, frustrating, and long-winded boss of the entire game: Gambit. Gambit attacks with his staff and kinetically-charged playing cards, which must be countered and reflected back, respectively, to stun him. What makes this boss so annoying, though, is that you fight him a whole bunch of times and are forced to chase through up and through a skyscraper. Eventually, you battle him on giant neon letters, lunging at him when he charges and destroys them and mashing A when he tosses you over the edge. This was, honestly, the most exasperating part of the entire game as each fight with Gambit just went on and on and it seemed never-ending; of all the characters and Mutants in the game, I never would have expected Gambit to be so versatile, resilient, and challenging!

Deadpool will push your button mashing skills to breaking point!

After the finale battle with Victor, you are forced to battle Deadpool at Three Mile Island. If you haven’t seen the film, you might be a bit confused about who Deadpool is since he barely appears at all in the game’s story but he’s a pretty formidable boss in his own right. Fighting him is, essentially, the same as fighting Victor except that you’ll damn near break your wrist trying to mash A following a counter of his blades and it’s a two-stage boss fight. In the first, you fight him in an ordinary area of the island, avoiding his spinning blades and jumping attacks and whittling his health down with your Fury Attacks but, in the second, you battle him atop a cooling tower. Here, he demonstrates his ability to teleport and will blast at you with optic blasts that can destroy parts of the environment. Still, he’s pretty easy to defeat; you simply block his attacks, unleash your Fury Attacks, and lunge at him after he fires his eye beams. When you’ve dealt enough damage, the QTE becomes easier to pull off and is a great way to deal additional damage; while Deadpool’s health doesn’t regenerate during the fight, it will fill up at least once, which can make this rather long-winded and frustrating but it’s nothing compared to fighting Gambit!

Power-Ups and Bonuses:
As you battle enemies and destroy crates, you’ll earn red Rage Orbs to fill up your Rage Meter and experience points (XP) that will see you level-up in time. Levelling up increases your health meter and earns you Skill Points, which you can spend in the “Character” sub-menu. Here, you can increase your maximum health, Rage Meter, and the damage and duration and effectiveness of your Fury Attacks. Each one will cost you more Skill Points as you upgrade them, though, so it’s best to either stock up or focus on one attribute to upgrade at a time. You can also boost your health and earn additional Skill Points by finding power-ups hidden in each environment, generally just off to one side or the opposite way from where you’re being directed to go. Every time you fight and defeat enemies, you’ll also fill up a “Reflex” meter in the Character sub-menu; when each of these is mastered, you’ll find that you deal more damage to, and have a greater defence against, the game’s enemies, which adds an extra incentive to combat. Finally, you’ll also find “Mutagens” hidden throughout the game; up to three of these can eventually be equipped and each one can also by upgraded further to increase you damage, Fury Attacks, or regenerative capabilities as well as boosting the speed which you build up your Reflexes.

Additional Features:
There are fifty Achievements for you to earn throughout the game, the majority of which you’ll get just by playing through the story mode. You get Achievements for killing up to 2000 enemies, performing lunges and Quick Kills, tossing enemies from high ledges, and clearing each chapter of the main story. As you explore your environment, you’ll also find dead bodies and acquire Dog Tags for XP and which count towards Achievements and you’ll need to venture off the beaten path a little bit or attack enemies and bosses in specific ways to get some of the more obscure Achievements but you can track your progress towards them at any time from the “Statistics” menu. When you first start the game, you can select to play on “Easy” or “Normal” difficulty; you may as well pick “Easy” as the only difficulty-based Achievement comes after you clear the game and unlock “Hard” mode. Once you beat the game, though, you can replay any mission you like and pick a costume to wear beforehand but you’ll lose all of your saved progress and upgrades if you want to get the “Walking Death” Achievement so I’d recommend clearing the game and mopping up any Achievements you’ve missed tied to kills and Dog Tags and such before playing on Hard.

Unlock some cool classic costumes and beat the game to access a harder difficulty mode.

Also hidden throughout the game are a number of different Wolverine action figures; finding enough of these will unlock a special challenge from the main menu. Here, you’re pitted against three different Wolverines and, when you defeat them, you’ll unlock a new costume to wear including Wolverine’s classic brown-and-tan outfit, his yellow-and-blue spandex, and his awesome black-and-grey X-Force outfit. There are actually more action figures than you need but collecting them only awards you an XP boost rather than the likes of Wolverine’s Weapon-X outfit or movie costume, and there is a fourth challenge available but it seems that this was a Gamestop exclusive unlockable that would give you access to the X-Men’s Danger Room and it doesn’t appear to be accessible now. Sadly, that’s about it as far as bonus content goes; you can enter some codes to make the game easier but you won’t be able to get Achievements with these activated and it’s a shame that there aren’t more costumes to unlock.

The Summary:
I was very much looking forward to playing X-Men Origins: Wolverine; I’d heard time and time again that it was one of the best licensed videogames out there and actually better than the movie (which I have always considered to be pretty enjoyable and under-rated). However, I was surprised to find that all of the praise I had heard about the game didn’t relate to it doing a very good job of recreating the events of the movie. To be fair, a lot of licensed videogames falter a bit in this regard but X-Men Origins: Wolverine does a pretty lacklustre job of rushing through the film’s story, glossing over Team X and Wolverine’s relationship with the team and his brother, and simultaneously paying lip service to the film’s narrative while also awkwardly staying beholden to it in other ways. The game excels when it veers from the film’s plot, to be honest, and I can’t help but think it would have been better for it to act as a prequel and sequel to the movie rather than actually including events from the film. The sections in Africa are much more visually interesting than those in Alkali Lake (even though the developers tried to mix things up a bit by stripping you of your powers here) and I’d rather infiltrate a Sentinel production plant than visit Stryker’s bland island. This would also have given the developers the opportunity to include more characters, enemies, and elements from the comic books; they hint at this with the final cutscene but fall back on disposable grunts and characters from the movie rather than the likes of Mister Sinister or Omega Red. Thanks to its gore, violence, and frenetic gameplay, X-Men Origins: Wolverine is definitely a fun, if monotonous, experience; it’s probably the best and most accurate videogame portrayal of Wolverine ever made and is worth a play if only to see him hack up enemies and be stripped to his metal skeleton but there’s not a lot in terms of replayability and will probably be a mediocre distraction for fans of the hack-and-slash genre.

My Rating:

Rating: 3 out of 5.

Pretty Good

Are you a fan of the videogame adaptation of X-Men Origins: Wolverine? Did you prefer it to the movie? How do you feel it compares to other hack-and-slash videogames? Were you a fan of the gratuitous violence and gore? What did you think to the game’s interpretation of the film’s plot; were you also a bit perturbed by the truncated narrative or did you prefer the alterations presented in the game? Which of the bosses was your favourite or most frustrating? Which of Wolverine’s costumes was your default? Which X-Men or Wolverine videogame is your favourite and why? How are you celebrating Wolverine’s debut this month? Whatever your thoughts on X-Men Origins: Wolverine, or Wolverine and the X-Men in general, drop a comment down below.

Game Corner: Asterix & Obelix: Slap Them All! (Xbox Series X)

Released: 25 November 2021
Developer: Mr Nutz Studio
Also Available For: Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

The Background:
Less than ten years after debuting in the pages of Pilote, the first Asterix book was adapted into a feature-length animation and animated and live-action Asterix films have been pretty consistent ever since. Similarly, we’ve seen a number of Asterix videogames, with the first being released for the Atari 2600 in 1983 and a large part of my childhood spent playing Astérix (SEGA, 1991) on the Master System as opposed to its flawed Mega Drive counterpart. Although Asterix dabbled in all sorts of genres, from real-time strategies to action/platformers and mini game collections, perhaps the most suitable format has always been the classic sidescrolling beat-‘em-up. Sadly, while Konami’s 1992 arcade title looked and played really well, it was unnecessarily restrictive, and was never ported to home console ports, a flaw this spiritual sequel somewhat rectified despite physical versions of the game being difficult to come by. Sporting hand-drawn graphics and gameplay specifically designed to evoke the arcade games of old and the original comics, Asterix & Obelix: Slap Them All! was met with generally positive reviews, which praised the visual style and fidelity to the source material. Though the tedious combat and lack of content was criticised despite the short, sharp fun offered by the game’s emphasis on action, it still received a sequel.

The Plot:
The year is 50 BC. Gaul is entirely occupied by the Romans save for one village of indomitable Gauls. With the Romans expanding their campaign across the ancient world, Asterix and Obelix, embark on a globe-trotting adventure to fight them off wherever they may be.

Gameplay:
Asterix & Obelix: Slap Them All! is a 2D, sidescrolling beat-‘em-up that emulates the classic arcade brawlers of yesteryear. Players can choose to go it alone as either Asterix or Obelix, or team up with a friend for some couch co-op action, which sees them bashing Romans and other baddies across the ancient world in six chapters (referred to as “Acts”) Fundamentally, Asterix and Obelix have the same range of motion and attack options available to them, but there are a couple of differences. Both can jump with A and attack enemies with X; successive presses of X will see each of them pull off a combo, building up your “Slap” counter and allowing you to amass greater and greater combo strings, and you can perform a jumping attack by pressing X in mid-air (though this can be a little inaccurate against smaller foes). You can block incoming attacks with the Right Bumper, dash across the screen and clear away enemies by double tapping the direction you’re facing, press B to pick up health items or grab enemies, and Y pulls off a special attack. This is one area where the characters differ: if you hold Y as Asterix, he’ll pull off a spinning top-like attack for a bit and pressing Y in mid-air will see him performing a jumping variation of this move. Obelix, however, can pull off a slower, far more powerful combo of punches by pressing Y and stun enemies with a huge butt stomp with A and Y. All of these special attacks, blocking, and even dashing consume energy, represented by lightning bolts under your health meter. Energy automatically refills as you attack and defeat enemies, however, but you still need to be careful about how and when you pull off your special attacks. Pressing up and Y or down and Y will see both characters uppercut their enemies or slam the ground, respectively, and each has different options for grabbing and throwing: pressing A and Y together allows Asterix to swing enemies over his head and tapping B sees him fire them across the screen, while Obelix can tap X to slap them about, tap Y to slam them on the ground, or launch them across the screen with B.

Pummel enemies, race through barricades, and smash everything in this mindless brawler.

You can switch between Asterix and Obelix at any time with the Left Bumper, however there is a short delay as each character performs an intro animation, which can leave you vulnerable to attack, and there’s distinct differences between the two: Asterix is smaller, more agile, and a little weaker whereas Obelix is stronger but slower and a far bigger target. Those playing with a friend will be disappointed to learn that there are no team moves in this game, though there’s no friendly fire option either; the game also lacks a timer, but the life system is a little wonky. The mission ends if either Asterix or Obelix’s health is drained, meaning you’ll need to restart from the beginning of the stage; there are no checkpoints, no revive system, and you can’t simply continue on as the other character, meaning it’s best to play through the majority of the stage as one and switch to the other when it’s safe, making sure to swap to whoever needs any health pick-ups you find. Pretty much the whole game is a simple beat-‘em-up; you start on the left side of the screen and travel to the right, bashing any enemies that cross your path. It quickly becomes very tedious, especially as the game’s Acts are proceeded by brief interludes where you’re in the forest, storming a Roman camp, or battling pirates on their ship in environments that change very little as the game progresses. Occasionally, you can explore other paths for goodies and barricades, rocks, or catapults to smash for extra points; you’re also tasked with climbing ladders, cliff faces, and vines as well as smashing down doors on a handful of missions. Gameplay is broken up a little bit by a couple of different racing sections; one has you rapidly tapping A to beat your friend or Roman gladiator Gluteus Maximus in a foot race, and the other sees you holding X as you automatically race through the forest hunting boar and smashing through barricades, barrels, and Romans. One mission gives you sixty seconds to destroy all the barrels in the pirates’ cargo hold; you get another timed mission in Act VI, where you’re given one minute and forty seconds to destroy all the catapults and barrels across the Roman landscape. Finally, you’ll be tasked with fighting your way to, into, and through various Roman camps between Acts; these mostly all amount to the same thing, however, though there are a couple of occasions where you’re placed on a static screen and asked to fend off waves of enemies as they try to storm the village or other allied settlement.

Graphics and Sound:  
If there’s one thing Asterix & Obelix: Slap Them All! has going for it, it’s the game’s graphics; sporting a beautiful hand drawn style that perfectly captures the spirit of the comic books and apes the look of the feature-length animations, the game is lovely to look at. Asterix and Obelix are full of life; each has idle animations, different walk cycles, and a range of reactions and animations when attacking or being hurt. They’ll both drop a few quips and lines here and there as you plough through enemies (oddly, they seem to have British accents, which is strangely common in Asterix adaptations), though voice acting is restricted to a few clips and a very brief bit of narration between Acts. The game’s music is equally forgettable; there’s some jaunty, fitting tunes but nothing massively spectacular, which is a shame as it would’ve been nice to have some memorable music to hum along to as you’re bashing through countless enemies. Comic book sound effects punctuate the action, which absolutely nails the slapstick violence of the source material; you can uppercut Romans out of their sandals with a loud PAF!, charge through them at superhuman speeds and send their shields flying, and some enemies have fun defeat animations where their weapons break over their heads or their pants fall down. Just about the only complaint I have about the sprites is that they get very repetitive very quickly; there are a few different types of enemies, but you’ll have encountered the majority of them within the first few missions and the game doesn’t always take advantage of its globe-trotting narrative to deliver new enemy types (there are no unique enemies in Corisa or Egypt, for example).

As beautiful as the game is, environments and enemies repeat far too often, offering little visual variety.

This is true of the environments as well; while they’re equally beautifully and are also ripped straight from the source material, there’s only so many times you can fight through the same forest, ship, and beach before things start to get a little tedious. In this regard, the original arcade title does a far better job of keeping things visually interesting because it simply dropped you in a new area that altered as you fought through it; here, the Acts are broken down into missions, so you have to traverse a forest, then cross a stone pathway or bridge, then fight on a ship, then across a beach, then maybe up some cliffs (which may or may not have some mist effects), and into a Roman camp in practically every single mission. It smacks of padding, unfortunately, and it takes too long for the game to mix things up by spiriting you away to Egypt, where you’ll fight through pyramid construction sites and dark tombs. To be fair, some of these areas do get a bit of a visual change up; you’ll battle on different ships and different times of day, forests and rural landscapes are eventually interspersed with Roman trappings like roads, villas, and columns, and you’ll find yourself fighting through jails and in the sands of the arena in due time…it just takes a while to get there. The game’s cutscenes are a mixture of static images and written dialogue, animated sequences with a bit of voice acting, and motion comic-like sequences; they’re okay and they tell truncated versions of some classic Asterix stories, but I think I would’ve preferred more sprite-based cutscenes just so we could’ve had a little more visual variety in the onscreen characters.

Enemies and Bosses:
As you might expect from an Asterix videogame, your primary enemies will be the Roman forces that have swept across ancient Europe. Romans came in all shapes and sizes, from smaller legionnaires to plumper ones with swords and gaunt variants who annoyingly toss spears at you from a distance or perform a melee attack up close. Eventually, the Romans try and get a little clever and hide in bushes and tree stumps, jabbing at you with swords and spears from each, and bring in a bigger brute who can block your attacks and cannot be thrown but their greatest asset is their sheer numbers. Asterix & Obelix: Slap Them All! certainly doesn’t shy away from filling the screen with enemies for you to plough through and, if you’re not quick enough, it’s easy for your enemies to whittle your health down and force a restart. I was surprised, and disappointed, that the game didn’t include the chunkier gold-armoured Roman commander, any Roman formations, or enemies on horseback (though you do have to dodge speeding chariots and bulls on a couple of occasions). Other enemies include a persistent gang of pirates and brigands; the former sport more elaborate weapons, such as axes and nunchakus, while the latter are capable of charging across the screen with their fists thrashing in an unblockable attack that also damages other enemies. Much later into the game, you’ll also encounter armoured and armed gladiators in the game’s fighting arenas who also race across the screen and attack you with tridents, and even lions, though you’ll only encounter the hulking Normans in Act II and they all unfortunately look the same.

Sadly, you’ll be facing these same bosses over and over, with little to differentiate them.

Bosses are few and far between and easily one of the game’s biggest let downs as the game reuses and recycles five of the bosses over and over, with little variation between them. The first boss you’ll fight is a Roman Centurion who pretty much sets the standard for all of the game’s bosses; they’re too big to grab or throw, often block your attacks, sport a health bar, and are accompanied by endless reinforcements, the remainder of which you must take out to complete the mission. The Centurion is fought five times throughout the game, usually inside of or outside of the Roman camps, with Act III and Act IV forcing you to battle two at once, but again I would’ve liked to see them be more visually distinct. Additionally, they’re not too difficult to defeat; they attack with a sword combo and can defend against your attacks, but they’re a pretty big target and easy to just spam a combo on over and over until they’re bested. You’ll also fight the pirate captain, Redbeard, a bunch of times. He’s a little bit more formidable as he performs a wake-up attack every time you knock him down, so you need to remember to jump out of the way after you’ve sent him flying. This fight is changed up a little on two occasions; one where there isn’t any health pick-ups on the ship and another where you fight him on a beach instead of that same damn ship. Another boss you’ll encounter a couple of times is Gluteus Maximus; this proud gladiator challenges you to a race on two occasions and then engages you in hand-to-hand combat alongside other bosses on two others. In a fist fight, Gluteus is actually pretty tough; he has a good block and a fast punching combo, so it’s better to use jump attacks, your special attacks, and stay on the move when fighting him.

Unique bosses are in short supply as the game prefers to just throw more of the same at you.

Thankfully, there are some visually unique bosses to fight, though you can pretty much use the same tactics you use against all of the others to best them. Olaf Timandahaf might look intimidating but he’s no different from the Centurion except he uses a sword (which can get stuck in the ground) and performs a rhino-like charge. Similarly, the Auroch you fight in Act III is probably the easiest boss battle as there aren’t any other enemies to distract you and you simply jump over it when it charges and pummel it at every opportunity. Pugnatius, a man mountain of a Roman enforcer, pops ups in Act V; though he sports a clubbing punch and a double-handed clap attack, he’s very slow and a massive target so he only really becomes a threat when he teams up with Gluteus as the final bosses of the game. Before you reach that point, though, you need to fight through a whole bunch of gladiators, lions, brutish Romans, and the sadly underutilised Insalubrius, a whip-wielding gladiator who pummels you with punches if you get too close. Pugnatius and Gluteus form quite the formidable duo for the finale, especially as they’re backed up by other large enemies, but it’s not a massive stretch of your skill to isolate one or even attack both with a combo and I was a little disappointed that there wasn’t a more visually distinct enemy to face in the end. The lack of a chariot race and other recognisable Asterix baddies bad the game’s bosses needlessly repetitive; I don’t expect to go one-on-one with Julius Caesar, but I was a little disappointed that the game didn’t crib more enemy types from the various Asterix comic books.

Power-Ups and Bonuses:
As you battle through the game’s environments, you’ll come across a number of barrels that can be smashed apart to yield coins; coins and bags of sestertii also drop from enemies and all add to your score, though there’s very little incentive to collect these beyond earning an Achievement. Smashing barrels also uncovers apples, legs of meat, and roast boar to refill your health but there are no other power-ups to find here. There’s no invincibility, no allies to call in, no temporary buffs to your strength or defence, and no weapons to pick up. Obelix doesn’t even use his trademark menhir and the only way you’ll drink magic potion is by switching to Asterix, who automatically swigs from a gourd before a fight.

Additional Features:
There are thirty Achievements up for grabs here, with six automatically being awarded after clearing each Act and four given for besting the game on the different difficulty settings. There are four difficulty settings (Easy, Medium, Hard, and Hardest), but you’ll be swamped by enemies on even the “Medium” difficulty mode, which makes for a very chaotic an action-packed experience. If you’re struggling, the game allows you to lower the difficulty whenever you like, but the majority of its Achievements are earned by playing on at least “Medium”. You’ll get an Achievement for clearing a mission with each character, performing all of the duo’s attacks in a single mission, and for starting a mission in co-op (but, oddly, not for clearing the game in co-op). If you get the combo counter over six-hundred you’ll snag some G too; other Achievements pop from landing forty hits with Asterix’s spinning attack, destroying objects within a time limit, knocking over or uppercutting a certain number of enemies, and clearing a mission without being hit. Mostly, they’re all pretty do-able but, again, it feels like there could’ve been more done here, such as scattering pick-ups throughout the game or allowing you to spend your coins on concept art or alternate costumes or something. Instead, the only think you unlock by beating the game’s story is a freeplay mode that lets you replay any mission; there’s no gallery, no concept art, and no other unlockables on offer. This is a shame as a boss rush, some kind of endless arena mode, or even a versus mode where you replay the races or fight with a friend would’ve been nice but the only incentive to replay the game is to beat your high score or clear the game on the harder difficulty settings.

The Summary:
I was really excited, and surprised, when I learned of Asterix & Obelix: Slap Them All!, which just kind of came out of nowhere as I hadn’t heard anything about it or seen any advertising or anything. As a massive fan of the franchise, the arcade game, and classic arcade beat-‘em-ups, I was equally taken by the game’s artistic style and direction. Certainly, this is probably the most faithful Asterix game I’ve ever played; the format really lends itself to a brawler like this and it’s definitely fun ploughing through endless waves of Romans and pulling off the duo’s iconic moves. I liked how the game adapted a bunch of classic Asterix stories, but I question the inclusion of some; there’s very little to distinguish Corsica from Spain, for example, so it would’ve been nice to journey to America or India to mix things up a bit. Equally, I was surprised by the length of the game; I expected it to be a short beat-‘em-up but the game is unnecessarily padded with its rural jaunts, pirate ships, and the storing of Roman camps. This wouldn’t be so bad if they were changed up a little, with other Gauls aiding you or a stronger visual identity to each camp, but they’re basically the same environments with the same enemies and bosses. By the time this game came out, there were thirty-nine Asterix stories to pull from, with numerous visually interesting and distinct enemies to use as inspiration, but Asterix & Obelix: Slap Them All! plays things way too safe in this regard. It plays well, for the most part, but combat and gameplay quickly becomes very repetitive as there’s nothing to collect or unlock, little incentive to explore, and you’re just bashing up the same enemies over and over again. It’s a shame as the game really does look beautiful and perfectly captures the slapstick violence and humour of the source material, but the original arcade game, for all its faults, offered a lot more variety and was way less monotonous. Similarly, there are other arcade-style beat-‘em-ups out there for modern consoles that offer more incentive to play through additional characters, modes, and unlocks, meaning Asterix & Obelix: Slap Them All! comes across like an ambitious, but limited, budget title (and it’s not even that, as they’re charging over £30 for this as a digital title and nearly £40 for a physical copy!)

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you played Asterix & Obelix: Slap Them All!? If so, what did you think to it and which of the two characters was your favourite to play was? Did you enjoy the game’s visual presentation and combat? What did you think to the more repetitive aspects, such as the recycled enemies, locations, and bosses? Were there and character or stories you would’ve liked to see included in the game? What is your favourite Asterix videogame, story, or adaptation? Whatever your thoughts on Asterix & Obelix: Slap Them All!, or Asterix in general, feel free to leave a comment below.