Game Corner [Donald Duck Day]: The Lucky Dime Caper Starring Donald Duck (Master System)


DonaldDuckDay

It’s June 9th, which means that it’s National Donald Duck Day! Disney’s foul-tempered fowl first debuted in The Wise Little Hen (Jackson, 1934) way, way back on 9 June 1934 and has since become one of the multimedia conglomerate’s most enduring and popular characters, featuring in a variety of cartoons, videogames, and other merchandise.


GameCorner

Released: October 1991
Developer: SEGA (AM7)
Also Available For: Game Gear

The Background:
Back in the nineties, it was tough to find better licensed videogames than those produced by Disney; bright, colourful platformers featuring their popular characters and adaptations of their film franchises are highly regarded as some of the best 8- and 16-bit action/platformers on Nintendo and SEGA’s home consoles. While their mascot, Mickey Mouse, obviously featured in the majority of these titles, Donald Duck had his fair share of pixelated adventures over the years as well. The Lucky Dime Caper was technically very similar to Castle of Illusion Starring Mickey Mouse (ibid, 1990) with a few notable alterations; first was that Donald was afforded a melee and ranged attack and, second, was that he was exploring a version of the real world rather than fantasy lands. The Lucky Dime Caper was also one of the very first videogames I ever played and owned for the Master System; over the years, I have never managed to finish it so I’m very excited to be returning to it for Donald’s big day!

The Plot:
One day, while showing his prized “Number One Dime” to his nephews, Huey, Dewy, and Louie, Scrooge McDuck is attacked by the evil Magica De Spell, who steals the lucky dime and kidnaps his nephews! Donald hops into his bi-plane and journeys across the world to rescue his nephews, recover the Number One Dime, and put a stop to Magica’s evil aspirations of amassing her own vast fortune.

Gameplay:
If you’ve played Castle of Illusion Starring Mickey Mouse, you’ll be immediately familiar with the gameplay and controls in The Lucky Dime Caper Starring Donald Duck; there are no options available to you to change up the game’s difficulty or controls and, following a brief and impressive little introduction video, you’re taken to a world map and given the option to play one of three stages right off the bat. Whichever one you pick, you’ll be placed in the sailor hat and outfit of Disney’s foul-tempered fowl. Donald has a fairly fast standard walking speed, which is nice; he doesn’t race along but it’s also not like he has lead in his non-existent shoes, either. He can jump on enemies to defeat them, which is always a plus, and can hop up to higher levels by holding the 2 button when bouncing off enemies or certain platforms. Donald can also jump onto vines to swing over gaps, though it can be a little clunky to detach him once you’re over to the other side. Donald’s default method of attack is to swing a hefty mallet, which you can bust out with a press of the 1 button; pretty much every enemy dies after one hit and Donald can even smash enemies while in mid-air and can duck to avoid incoming projectiles (though many of these can be jumped on as well).

Swim, collect keys, and dodge blocks over spike pits all while a timer decreases for added pressure.

The game is divided into seven stages, and every single stage has a number of different areas with the except of Stage 1, which consists of a simple trek through the woods to rescue Louie; other stages end at the entrance to a cave or other interior area, which Donald either automatically enters or will open with either a key or a press of up on the directional pad. Although a number of bottomless pits are present in numerous areas, Donald can enter certain bodies of water and swim by furiously tapping the 2 button; luckily, this really doesn’t come up very often as Donald is completely vulnerable while swimming and has no method of fighting back. Donald is mildly durable; when hit my an enemy or spikes, Donald will lose whatever weapon he’s currently holding, leaving him vulnerable, and he’ll lose a life if he’s then hit a second time. As you battle your way through each stage, you’ll also be up against a constant timer; a bar decreases as you progress, turning from blue to yellow to red as you go, and you’ll lose a life if it completely drains. However, the bar regenerates to full when you leave one screen to the next in the longer stages and none of the game’s stages are long enough to drain it unless you just leave the game idle. Donald also carries his current weapon to each stage and even after dying, and he is even blessed with an infinite number of continues; however, you’ll have to restart the stage right from the beginning if you use a continue, as opposed to when you lose a life, which sees you return to the start of the last area you were in.

A number of environmental hazards and spikes will test your platforming skills.

I mentioned keys earlier; this is about as complicated as the game’s stages will get, for the most part. Occasionally, you’ll come across a locked door and will need to progress a little further along to collect a key, and then backtrack to open that door. When in the Pyramids stage, you’ll be able to press up to open doors somewhat hidden in the background tiles, and Magica’s Castle includes a bit of a maze element where you can end up looping around the castle and having to trek back through it again to actually progress. In the Great American Forest, you’ll need to ride on a turtle to cross bodies of water, run down steep slopes making tricky last second jumps over enemies and blocks in the Andes Mountains as well as hopping over a spike pit while avoiding floating blocks that try to smack you out of the air, and avoid fireballs raining down from a volcano in the background of the Tropical Isles. A blizzard will push you onwards, and backwards, across the slippery ground in the South Pole stage (though you can use this to clear longer gaps), and you’ll be forced to duck under and make precarious jumps over spiked walls and ceilings in Magica’s Castle while avoiding a whole mess of obstacles just to reach an anticlimactic showdown with the evil witch.

Graphics and Sound:
The Lucky Dime Caper is a bright, vibrant, colourful little platformer for your favourite 8-bit home console. Donald pops out from the backgrounds and is instantly recognisable no matter what stage he’s in or what types of enemies are onscreen, and exhibits a great deal of character in his every movement. He bops along to the cheery in-game music, throws a tantrum when left idle, pants with heat exhaustion when inside the volcano, and shivers when in the South Pole. Sadly, the same can’t be said for his enemies, which are generally very basic, and I did have one instance where the music cut out after my invincibility status ended.

Stages are varied, if a bit cliché, but the use of sprites and animations all add to the game’s charm.

The same can also be said for the stages you’ll journey through; initially, you are presented with just three stages but, once you rescue Huey, Dewy, and Louie, you’ll have to take on three more stages to track down Magica and the lucky dime. It’s cool that you can freely select your stage from the map screen as some stages are trickier than others, but the stages fall into the same platformer clichés such as woods, deserts, and snow levels. While you’ll typically travel from the left side of the screen to the right, Magica’s Castle has you taking upper paths using moving platforms and you’ll drop down into water in the Great American Forest stage. Generally, though, the game is very colourful and surprisingly detailed; it’s all obviously a bit basic compared to 16-bit titles but there are little things to see in the backgrounds, such as a volcano and ice floats and so forth, and the music is very jaunty and cheerful. There is some slowdown here and there when there’s a lot of sprites on the screen, and a noticeable loading time to spawn in the stage boss, but generally the game is quite quick and stable. In addition to the opening and closing cutscenes, you’ll see big partially animated sprites at the end of each stage where Donald chats with his nephews or interrogates Magica’s lieutenants, in addition to using the in-game sprites to show him rescuing his nephews from their cages.

Enemies and Bosses:
I mentioned above that the game’s enemies are very basic and it’s true; you’ll battle killer mushrooms, bees, and spiders, club-wielding Mexicans, mummies, bats, and fire-spitting statues, yetis, bone-throwing skeletons, scorpions, and ghosts. Most of these can be defeated in one hit, while others (like the spiders) take two or can’t actually be defeated (like Magica’s skeletons and falling paintings); spikes will dog your progress later in the game and have quite a large hit box (they can even damage and kill you when you’re invincible), lava droplets will cause temporary ice blocks to disappear and drop you into lava, and you’ll also get stuck in rooms where the ceiling threatens to crush you until you open all of the Treasure Boxes contained within.

Of the first three bosses, only the vicious lion provides anything close to a challenge.

At the end of every stage, you’ll have to take on a boss to rescue one of Donald’s nephews or get information from Magica’s lieutenants. When rescuing Louie, you’ll battle a big bear with a bee’s nest on its head; simply jump over him when he rushes at you and whack him with your hammer or toss a frisbee at him and he’ll go down in just a few hits without any real difficulty. Dewey is held captive by a vicious lion that charges at you in a blur; you can use the nearby platforms to avoid this attack but you’ll also need to jump over him when he hops at you. Thankfully, he stops to taunt quite often, leaving him wide open to attack, though he’s noticeably a little trickier than the bear, at least. Finally, you’ll need to take out a couple of possessed statues and an odd floating head to rescue Huey; this boss is actually easier than the bear in a lot of ways as all you have to do is stay to the far left or right of the screen to avoid the boulders they throw and then jump up and smash each statue, before whacking the head as it pinballs around the arena in a slow and predictable pattern.

When armed with the frisbee, Magica’s crow underlings are easily bested.

Once they’re saved, you’ll need to visit three more stages to retrieve their lucky dimes from Magica’s lieutenants, each of which is a large black crow. The Tropical Isles crow flies around above you dropping bombs as it passes, but you can simply stay on the middle platform and either whack it as it flies by or toss frisbees at it without ever being hit. The Pyramids boss can be a little more frustrating; this crow flies around dropping musical notes and a big snake will rise up to spit fireballs at you. If you have the hammer (or no weapons at all), you’ll need to use the snake to get high enough to hit the boss but you’ll need to watch out for the snake’s tongue attack as well, but the boss is a complete joke if you have the frisbee as you can simply toss them upwards to hit it and all you’ll have to do is dodge the projectiles. Finally, at the end of the South Pole, another crow will drop an ice block into an enclosed arena and then try to take a dive at you. However, you can destroy his ice block and simply attack the bird as it lowers itself down to drop another, making it ridiculously easy to defeat once you get into a routine.

Getting through Magica’s Castle is far more difficult than actually battling her.

The final battle against Magica herself is equally just as simple; she positions herself up on a ledge and out of the way and conjures a bunch of different magical attacks to rain down into the arena. However, all you have to do is attack the crystal ball in the middle of the arena and she’ll be defeated; a weapon will help with this but you can just as easily jump on the crystal ball a few times and that’s it. I don’t think I got hit a single time during this battle, meaning that some of the previous bosses were actually harder than the game’s final boss! However, Magica’s Castle is easily the game’s trickiest and most frustrating stage; not only do you have to work out which route actually allows you to progress, you also have to get around the respawning enemies and make pixel-perfect jumps and ducks to avoid spikes and progress through the stage, which can be very annoying.

Power-Ups and Bonuses:
There are a number of random items for Donald to collect as he defeats enemies in each stage; although time is against you, you can easily backtrack ever so slightly to respawn enemies and farm items if you need to, which makes stocking up on extra lives or gaining an invincibility pretty simple and key to progressing through Magica’s Castle, which can get very unfair near the end.

Donald can grab a few items to power himself up and launch a ranged attack.

As mentioned, Donald’s default weapon is a mallet but you can also grab a frisbee that allows you to perform a ranged attack; you can also press up and 1 to fire a frisbee upwards, which makes fighting the three crows a complete joke. You’ll also grab two gems for a score bonus if you like racking up a high score, extra lives, and Star items. Each Star will increase the speed of Donald’s attack but will also make him invincible for a very brief period of time once you collect five of them (though don’t get cocky as you can inexplicably still be hurt by spikes while invincible).

Additional Features:
There’s nothing, I’m afraid to say. The game doesn’t even have any credits when you beat it, so the main incentive to go back to it is to try and earn a better high score or simply to replay a fun, colourful platformer. There is apparently a push-button cheat to grant Donald infinite lives on the continue screen but I couldn’t get this to work, and you can play the stages in a different order on each playthrough if you like, but it won’t change anything significant about the game.

The Summary:
The Lucky Dime Caper Starring Donald Duck has been a staple of my Master System library for about thirty years; I played it over and over as a kid but could never complete it. I don’t really remember if I ever actually managed to make it through one of the three stages after rescuing Donald’s nephews, so I was very excited to come back to it and actually finish it for this review. Considering the game has infinite continues, I must have just gotten frustrated with some of the game’s harder sections and not stopped to stock up on extra lives, which doesn’t take very long to do and makes it a simple test of patience and memorisation to get past those trickier sections. The game is bright, cheery, and full of character; Donald controls really well and has a nice range of attacks, the music and Donald’s animations are terrific, and the stages and bosses are pretty decent in terms of the level of challenge on offer. It’s not really doing anything other platformers, especially those produced by Disney, weren’t doing at the time but there’s enough here to keep you busy for about an hour and a half and it remains a fun and colourful little platformer for SEGA’s 8-bit system.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think of The Lucky Dime Caper Starring Donald Duck? Where do you rate the game compared to other Disney titles of that era? Which of the game’s stages and bosses was the most difficult for you? What game/s did you struggle to finish as a kid and have to revisit years later? How are you celebrating National Donald Duck Day? Whatever you think about The Lucky Dime Caper, Donald Duck, or Disney in general, sign up to drop a comment below or let me know on my social media, and have a great Donald Duck Day!

Game Corner [Sonic Month]: Sonic Boom: Shattered Crystal (Nintendo 3DS)


Sonic the Hedgehog was first introduced to gamers worldwide on 23 June 1991 and, since then, has become not only SEGA’s most enduring and popular character but also a beloved videogame icon and, in keeping with tradition, I will be dedicating an entire month’s worth of content to SEGA’s supersonic mascot.


GameCorner

Released: 11 November 2014
Developer: Sanzaru Games

The Background:
Sonic the Hedgehog is no stranger to reinvention and adaptation; as I’ve already detailed, Sonic’s design and backstory were dramatically different outside of Japan, where he was more of a snarky rock star as opposed to a Freedom Fighter who was once friends with the kindly Professor Ovi Kintobor. Sonic’s design was further altered for his jump to 3D, where he was redesigned as a more aerodynamic, anime character and many long-term Sonic fans have seen Sonic’s lore go through numerous changes so it’s honestly strange to me that there was such a negative backlash when Sonic and his friends were redesigned once more for SEGA’s CGI Sonic series, Sonic Boom (2014 to 2017). While the over abundance of sports tape was a bit strange, I was actually very much onboard with the redesigns at the time and fully believe that SEGA should have wiped the slate clean and started over with a fresh, new take on the franchise. Unfortunately, as great as the Sonic Boom cartoon was, the accompanying videogames irrevocably damaged the spin-off’s appeal; the Wii U title, Sonic Boom: Rise of Lyric (Big Red Button, 2014) was notoriously glitchy and is generally regarded as one of the worst games in the franchise. The 3DS counterpart, however, was developed by a completely different team and, while Shattered Crystal was met with criticism for its lacklustre, repetitive gameplay, it was still received slightly more favourably than Rise of Lyric.

The Plot:
In a prequel to the Sonic Boom cartoon, Sonic and his friends race to rescue Amy Rose from the clutches of the malevolent, serpentine cyborg Lyric, the recently awakened Last Ancient who seeks to claim the fragmented Lost Crystal and, with it, the power to dominate the world!

Gameplay:
Sonic Boom: Shattered Crystal is a 2.5D action/adventure platform title with a heavy emphasis on exploration, character switching, and both finding collectibles and finishing stages as quickly as possible. If you don’t mind the headaches and eye strain, you can adjust the 3DS’s slider to activate the 3D effect, which adds a decent amount of depth and causes the colourful graphics to pop out nicely enough but I prefer to have this turned off to avoid being distracted by this effect. Like in Sonic Adventure (Sonic Team, 1998), when you first start the game you can only play as Sonic and will unlock the other playable characters (Miles “Tails” Prower, Sticks the Badger, and Knuckles the Echidna) as you complete stages and advance through the story. Each character can be switched to on the fly using either the directional pad or the touch screen, allowing you to quickly swap between the different characters and their unique abilities quickly enough, but all characters share some basic abilities. They can all jump with B, Homing Attack nearby enemies, springs, and other objects by pressing B again in mid-air, sprint by holding Y (basically the same as the Boost function that has become a staple of Sonic games), perform a stomp by pressing down and X in mid-air, and bust out the “Enerbeam” by pressing A to swing from certain platforms and remove shields from enemies.

Each character can use their unique abilities to traverse stages and reach new areas and secrets.

Each character also has their own unique mechanics to help you explore the game’s locations: Sonic can perform the Spin Dash when on the group and a vertical and horizontal air dash by pressing up, left, or right and X in mid-air to smash through blue blocks, and Tails can hover by holding B in mid-air (which he can use to ride air currents but this isn’t the same as his usual flying mechanic as he’ll quickly descend downwards as soon as you start hovering), toss bombs with X, and use his submarine, the Sea Fox, in certain areas. Sticks’ main gimmick is her boomerang, which you can throw with X to activate switches, collect Golden Rings and items, or defeat enemies; you can even hold X to manually guide her boomerang for as long as the onscreen meter lasts but you’ll have to be very precise when trying to guide it through narrow passageways. Finally, there’s Knuckles, who disappointingly can’t glide or climb walls anymore but he can punch with X and burrow through specific parts of the environment to reach new areas and items; however, if his meter runs out when you’re burrowing, you’ll be deposited back where you started and take damage so be sure to hold Y to burrow faster, avoid any mines, and pop out of the ground before you lose all of your Rings! Speaking of which, as always, Golden Rings will protect you from damage and can be found…sporadically….across each of the game’s locations. Unlike pretty much every single Sonic game, though, Shattered Crystal doesn’t have a standard life system; collecting one hundred Rings will earn you a Token but doesn’t grant you an extra life and, if you fall down one of the many bottomless pits or fall into water, you’ll be deposited back to the last piece of solid ground you were on and take damage rather than dying. If you get hurt without any Rings, you’ll simply respawn at the last checkpoint you passed (or at the start of the stage) and can continue on, all of which makes the game significantly easier than most Sonic games as you never have to worry about running out of lives. This is helpful as I found myself struggling a bit with the controls; for some reason, I just didn’t find them very intuitive and it seemed like the developers went out of their way to use all of the buttons (except for L and R) when they really didn’t need to.

The map is a bit limited and areas are often locked out until you collect enough Sonic Badges.

I mentioned Tokens just now and you can earn these in every stage by finishing with a hundred Rings and/or within a specific time limit. If you take too long to finish a stage, you’ll simply miss out on the Token rather than having to restart, which is helpful, but Tokens are a mere distraction rather than an incentive to play as they’re simply used to purchase “Toys” from a shop and to add to your overall completion percentage. Each stage also hides a number of Crystal shards and Blueprints, both of which also unlock additional, extraneous features, but the main reason you’ll want to find these and finish stages is that they award “Sonic Badges” (kind of like the Emblems in Sonic Adventure) which are necessary to unlock stages. If you don’t collect enough, you’ll have to go back and replay previous stages and explore a bit more to find these items and earn a Sonic badge in order to progress the story, which is a bit like Sonic Unleashed’s (ibid, 2008) Sun and Moon Medals (though I never had any instances in that game where I was locked out of stages like I was here). Thus, the best thing to do is to take your time and explore every stage as thoroughly as possible and then replay it afterwards to go for the fastest time since the Sonic Badges are actually needed to progress. Stages in Shattered Crystal are unlike anything I’ve seen in a Sonic game before; you enter them from a limited overworld map (from which you can also access Tails’ Workshop and the aforementioned shop and travel to other islands to take on more stages) and, rather than being divided into or labelled as “Zones” or “Acts”, you’re simply presented with a large, multi-layered stage to explore.

Gameplay is spiced up a bit by some submarine, auto-run, and racing sections.

The game runs at a pretty slow speed for the most part; you have to hold Y to move faster and there are an abundance of automatic boost sections where you can literally take your hands off the 3DS since your input is not required, but speed is not the objective of this Sonic game. Instead, you need to explore high and low using each character’s abilities to find all the hidden times. Sometimes, you’ll need to grind on some rails and quickly chain together Homing Attacks or ride air currents and swing across gaps on the fly to reach these items, while others you just use the touch screen to slingshot your way to different parts of the stage to find them and work you way towards the exit. Gameplay is mixed up a little bit in the Sea Fox sections, which see you controlling the submarine in a series of underwater caves lined with mines. By touching the touch screen, you’ll activate the radar and get a brief look at the layout of the area and you can fire missiles with X to destroy mines and rocks that block your progress but be sure to keep an eye on the meter and avoid getting hit as this will cost you time (though you can, and absolutely should, collect the clocks scattered around the area to refill this meter). Each of the game’s islands also includes an auto-running section where, you (as Sonic) must race along a tunnel very similar to the Special Stages from Sonic the Hedgehog 2 (SEGA Technical Institute, 1992), avoiding electrified barriers, switching lanes, Boosting through walls, collecting Rings, and using the Enerbeam to grapple onto overhead lines. If you fail to grapple at the right time or hit a barrier, you have to start from the beginning again and you can’t switch lanes while Boosting or jumping, which is extremely annoying, but, while these sections get faster and trickier as the game progresses, they’re pretty simple to complete on one or two (maybe three) tries. Similarly, you’ll also be asked to race against certain characters (including criminally underused cameos from Shadow the Hedgehog and Metal Sonic) in sidescrolling races that remind me of those from the Sonic Rivals games (Backbone Entertainment/Sega Studio USA, 2006 to 2007) except you can’t attack your rival like in those games.

Graphics and Sound:
Sonic Boom: Shattered Crystal looks serviceable enough, for the most part; the graphics seem a little distorted at times but, to be fair, I find that to be a common issue with the 3DS. The camera is maybe zoomed out a little too much, though, or in this weird, awkward position where you can’t really see enough of what’s ahead to make the split-second jumps or actions required of you. It’s also, at times, a little difficult to see what’s part of the environment and what can hurt you; I found this especially troublesome in the Ancient City stages, where it wasn’t immediately clear that pools of water or waterfalls could damage you.

The game’s a mixture of the usual clichés but they can be quite colourful and make decent use of the 3D effects.

The game is split into six islands, each with up to three stages to play. Each island is modelled after such age old gaming clichés as a beach, a canyon, or a volcano and is distinguished by little more than a slight change in the overworld design and layout of the levels. As you progress, you’ll notice more breaks in the grinding rails, for example, or more air currents and switches, or a mixture of these and other mechanics to put everything you’ve learned along the way to the test. By the time you reach the final island, Air Fortress, the game finally ditches the hint balloons and leaves you to figure out for yourself to switch to Tails at the last second or has you desperately trying to hit switches with Sticks as platforms appear and disappear beneath your feet. Sadly, there really isn’t all the much to make each island unique; the aforementioned temporary platforms and rails look the same no matter which island you’re on and it’s rare that stages get a chance to be much more than a skin swap.

Sadly, the game relies too much on speech bubbles to tell its story rather than CG cutscenes.

The Scrapyard and Robot Facility give it a go by introducing a grimy, industrial aesthetic and substituting spikes for jet flames, but you’ll see these elements repeated in the Volcanic Caverns and Air Fortress, which takes away from their distinctiveness. Some stages, like the Ancient Ruins, remind me a little of similar “Ruins” stages from other Sonic titles, which is a nice call-back if nothing else. The game’s story is told using both CG cutscenes in the style of the Sonic Boom cartoon and partially animated sequences where characters talk using speech balloons that are often way too big for the words they are saying. Voice clips are also used in these sections, and during gameplay, and the writing is about on point for the show, being an amusing mixture of bickering, confidence, and absurdity amongst the main four characters. As for music, I can’t really say I was massively impressed with what Shattered Crystal had to offer; it was catchy and fitting enough but nothing too special and the sound effects were the same recycled tunes we’ve heard over and over again from recent Sonic releases.

Enemies and Bosses:
In a rare change of pace for a Sonic title, Shattered Crystal does not feature the traditional Badnik enemies we’ve all come to know and love; indeed, Dr. Eggman himself appears only in one, very brief scene and he and his robot army are, instead, supplanted by Lyric and his…robot army. Lyric’s robots are very similar to the Badniks of old, firing projectiles your way and generally being a nuisance, but lack a lot of the character and charm of Sonic’s usual enemies. Occasionally, you’ll have to use the Enerbeam to relieve an enemy of its shield or maybe switch to Tails or Sticks to attack from a distance but, for the most part, robots exist simply to be an annoyance or act as an alternative route to new areas and goodies, often respawning in order to fulfil this function, and aren’t even made satisfying to smash since no little woodland critters are released upon their destruction. In another change of pace for not just a Sonic game but videogames in general, Shattered Crystal doesn’t actually have any boss battles except for the final bout against Lyric. Instead, you’ll race down the Worm Tunnels as a giant mechanic worm tears up the environment around you; the worm itself, however, cannot harm you and all you really need to do is stay alive through quick lane switching to win.

Lyric, the only boss in the game, is a joke and easily beaten with the bare minimum of skill.

In fact, the closest thing the game has to traditional boss battles before the finale are the racing sections, which have Sonic race against Sticks, Shadow, and Metal Sonic towards a goal, hopping from springs, rails, swinging over gaps and dashing through objects as you go. These can be a bit challenging as your rival is often only a few steps behind you so it’s best to try and take the higher path wherever possible and keep your thumb pressed to the Y button to sprint ahead. Once you reach the Air Fortress, you’ll have to battle Lyric in a three stage boss battle that is broken up by similar race sections; Sonic’s friends are all captured, completely neutering the game’s core mechanic and theme of teamwork, and you must chase after them between Lyric’s phases. When you battle Lyric, it’s on a progressively smaller and dangerous platform; if you fall or are knocked off, you’ll respawn back on it but it’ll cost you Rings or possibly kill you if you don’t have any Rings left. Lyric’s attacks increase in speed and ferocity as the battle progresses and you’re given less time to counterattack but, fundamentally, the core strategy remains the same and ridiculously easy throughout the fight: avoid his vertical and horizontal lasers, dodge the missiles (grabbing any Rings as they appear), and Homing Attack his tentacles to dispel his energy shield and Homing Attack his cockpit (which you can also attack when he fires his horizontal laser).

Power-Ups and Bonuses:
Just as it’s disappointingly light on boss battles, Shattered Crystal is equally light on power-ups; you’ll find capsules containing Rings and a protective shield in the stages but that’s all. There is no speed up shoes or invincibility monitors here, no Special Stages to play or Chaos Emeralds to collect for a power-up, and characters are limited to their specific abilities, with no option to upgrade them or learn new ones.

Explore to find Blueprints, which can be assembled to earn upgrades and make the game even easier.

If you collect all of the Blueprints in each stage, though, you’ll be able to build an upgrade at Tails’ Workshop by completing a simple jigsaw puzzle mini game. These allow you to upgrade the map up to three times to highlight secrets and nearby bonuses, grant you an instant shield at your first checkpoint, cause Rings to be attracted to you, halve the amount of Rings you lose when taking damage, and instantly destroy enemies with the Enerbeam or whilst sprinting (effectively turning this function into the actual Boost function).

Additional Features:
Shattered Crystal makes every effort to encourage you to explore every stage with each character in order to find all of the Crystal shards and Blueprints and to meet the criteria to win every Token in the game (which you can also earn by working out with Knuckles every twenty-four hours). Sadly, as mentioned, these Tokens are pretty useless; if you want to get 100% and see all the toys the game has on offer, it’s not a bad incentive to keep playing but it’s not that great either as the toys basically amount to character models of the characters and enemies and not much else.

Read a comic, collect some toys, and watch the characters dance. All honestly really rubbish bonus features.

Thankfully, you don’t need to find all of the Crystal shards to finish the game but, thanks to the map upgrades, it’s very easy to find them all; when you find them, you can restore the titular shattered crystal at Sticks’s Burrow and, once it’s fully restored, you’ll get the grand prize of a Purple Token and a special toy of the main characters. If you then collect all of the Sonic Badges, you can unlock Amy’s House and are treated to an amusing (if awkward) scene of the five main characters dancing to a bit of disco music and…that’s it. You can’t unlock Amy as a playable character, don’t unlock any additional forms or skins, and the only reason you’d really want to go back and find everything is so that your save file reads 100%. You can also visit Sonic’s Shack to watch the game’s cutscenes and read a bonus comic, and use the 3DS’ Streetpass function and to connect to the Wii U but I have no idea what these functions do, if anything.

The Summary:
I’d heard nothing but negative feedback regarding Sonic Boom: Shattered Crystal; this didn’t necessarily put me off the game as, being a die-hard Sonic fan, I’m happy to play any and all Sonic titles and make my own opinions but I had put this game off for way too long and was happy to finally bite the bullet and experience it for myself. Overall, I have to say that it’s nowhere near as bad as I was led to believe; it’s not great, certainly, and is a very different type of Sonic game but it’s pretty simple to play and complete and was fun enough as a brief distraction. Having said that, though, it’s a tough game to recommend; it’s annoying that you can’t destroy enemies by jumping on them (you have to use the Homing Attack or character’s abilities) and it’s very tedious to lock out your progression with the Sonic Badges and force you to replay other stages just to progress the story. Similarly, even with all the map upgrades, you still need to explore every stage to the fullest as Blueprints and Crystals will only appear when they’re nearby and the lack of a real reward for finding everything is a big letdown. Still, there’s enough here to distract you (especially younger players) for a day or two and it’s not bad as an action/adventure platformer if you keep your expectations low.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think about Sonic Boom: Shattered Crystal? Did you enjoy the game or were you put off by the emphasis on exploration instead of speed and action? What did you think to the different characters and which was your favourite to play as? Were you disappointed with the game and, if so, what were some of the flaws that put you off it? What did you think to the Sonic Boom cartoon, redesigns, and the introduction of Sticks? Would you have liked to see SEGA replace the existing Sonic designs with those from Sonic Boom and apply them to more traditional Sonic games? Whatever your thoughts on Sonic Boom: Shattered Crystal, good or bad, leave a comment below and be sure to check out my review of the sequel.

Game Corner: The Simpsons Game (Xbox 360)

Released: 30 October 2007
Developer: EA Redwood Shores
Also Available For: Nintendo DS, Nintendo Wii, PlayStation 2, PlayStation 3, PlayStation Portable

The Background:
The Simpsons was created by Matt Groening as a series of short cartoons created for The Tracey Ullman Show; jumping at the chance to produce an alternative to the “mainstream trash” that was currently airing, Groening’s yellow-skinned creations soon became a multimedia sensation as “Bartmania” swept the nation. The Simpsons featured in every piece of merchandise imaginable, from action figures and comics to videogames, though the franchise doesn’t have the best reputation when it comes to videogame adaptations. For years, Konami’s 1991 arcade game was the stand out but Electronic Arts (EA) sought to change that by working closely with Groening and notable Simpsons writers on a new Simpsons videogame, which was written as a parody of popular videogame tropes and incorporated a cel-shaded graphical style to recreate the aesthetic of the show. The game received a mixed reception; some praised the game’s humour and appeal for die-hard Simpsons fans but others took issue with the game’s mundane combat and puzzles. While EA initially planned to produce a sequel, it was ultimately cancelled and The Simpsons eventually ended up moving to mobile gaming, but, since today is Whacking Day, I figured it would be a good excuse to revisit this title and see how it holds up today.

The Plot:
In a self-referential plot, the Simpsons family (Homer, Marge, Bart, Lisa, and Maggie) discover that they are part of a videogame world when they acquire a game guide that grants them the superpowers necessary to not only star in what they hope will be a successful videogame for a change but also defend their town from attacks by aliens and explore videogame worlds in a quest to confront their creator, Matt Groening.

Gameplay:
The Simpsons Game is a third-person action game in which players explore a relatively faithful three-dimensional recreation of Springfield, which acts as something of a hub world where you can access the game’s story-based missions as well as enter certain houses, view collectibles, change costumes, and find collectibles. At any one time, you’ll control two of the titular family members; you can switch between them using the directional pad (D-Pad) and swap them out for other combinations at a number of bus stops dotted around the city. If you have a friend, you can play in split-screen co-op but, for the most part, the computer does a decent enough job of following you around, attacking enemies, and pressing switches as needed (and if they don’t, you can just swap over to the other character using the D-Pad).

Homer puts his weight to good use while Marge nags others into doing her bidding.

The game’s basic controls are the same for every character with the exception of Maggie: X punches (press three times and hit Y for a pretty basic “Power Combo”), Y allows you to interact with the environment to pull levers, press buttons, and talk to non-playable characters (NPCs), and A sees your character jump (press again in mid-air for a double jump). You can also hold down the Left Trigger to target enemies or objects, bring up your current objectives with the ‘Back’ button, and will automatically cling to certain ledges when you jump or fall down near them. However, each Simpsons character has different Special Attacks performed by both pressing and holding the B button and use of certain intractable objects and the Left and Right Triggers. Homer can stun enemies with a burb, transform into a massive Homer Ball that lets him blast along at high speeds and slam into enemies and destructible objects by jumping and pressing X, use air canisters to become the light-weight Helium Homer and float about with A or blast ahead in a burst of gas for a short period of time, and later transform into a gelatinous form that lets him toss gummi projectiles. Marge uses her megaphone to recruit nearby NPCs, whom she can direct to attack enemies, destroy targets, or clean up the environment. She can also send Maggie into special vents; Maggie is controlled through a first-person perspective and simply crawls around until you find a button or object to fire her dummy at with Y.

While Bart fires pellets and glides, Lisa blasts enemies with her sax and the Hand of Buddha.

Bart comes armed with his slingshot, which fires a number of different projectiles that change depending on your environment; Bart’s ammo, like all of the character’s Special Attacks, is limited only by your Power Meter, which automatically refills over time and can be refilled by defeating enemies or collecting dropped power-ups like food or flowers. Bart can also turn into Bartman and glide for short periods by holding RT, ride air currents in the same way, climb up vines and certain surfaces, and grapple to special hooks to reach new areas sand solve puzzles. Lisa can stun nearby enemies with a blast of her saxophone or compel them to fight on her behalf. By interacting with Buddha Statues, she can also control the Hand of Buddha to lift and drop objects, freeze, flick, and electrocute enemies, all of which is essential for creating bridges, solving puzzles, and completing story-based objectives.

The game features a few puzzles but only a handful amount to more than switches and buttons.

The Simpsons Game is made up of sixteen missions, labelled “Episodes”, indicated by beams of light around Springfield. Springfield is quite large and full of things to distract yourself with, such as collectibles and recreations of iconic locations from the show, such as the school and Kwik-E-Mart, with your opportunities for exploration opening up as you progress and unlock more of the Simpsons’ abilities. While the game only features a map on one particular mission, the levels are so linear that you won’t really need one and you can utilise a fast travel system to quickly get around Springfield if you need to. The Simpsons are relatively durable; your character’s health will slowly refill if you avoid damage for a short time and you can revive your fallen partner by pressing Y near their downed body. A series of checkpoints and auto saves help to keep you going when you inevitably slip off a ledge thanks to the game’s janky camera, which can get a bit stuck and troubled when you’re not in a wide, open area. Combat is quite monotonous, for the most part as your character’s attack range is quite short and your fighting ability is basically limited to that one combo (though each character pulls it off a little differently). Combat is made more interesting by the different Special Attacks, allowing you to pick enemies off at a distance with Bart, have Marge direct her mob to overwhelm foes, or blast them away with the Hand of Buddha, and it’s generally kept to short, sharp bursts. The remainder of the game is made up of some awkward platforming (as mentioned, it’s pretty easy to slip off ledges and jumping across platforms can be a bit tricky as your jump doesn’t take you very far and they can be difficult to judge) and some pretty simply puzzles. These mainly consist of pulling a lever, standing on pressure pads (often with both characters), and pressing buttons as well as using your Special Abilities to reach one of these intractable objects.

Gameplay is given some variety by parodying other, more successful videogames.

Occasionally, you’ll have to battle against a time limit, fending off enemies and activating switches to reach new areas, and more often than not you’ll be using your Special Attacks to progress through levels; this amounts to shooting targets, moving stuff about with the Hand of Buddha, or having Marge direct a mob towards specific targets. Invariably, gameplay is broken up with a few sections that are clear references to classic videogames; these see you hopping from logs and crocodiles across a river, fending off waves of aliens, and keeping ice cream trucks safe in clear tributes to Frogger (Konami, 1981), Space Invaders (Taito, 1978), and Missile Command (Atari, Inc., 1980). You’ll also be platforming across conveyor belts, dodging wood cutting machinery, and be joined by a recognisable NPC in a couple of missions who’ll help you fend off killer dolphins and aliens. It isn’t really until the penultimate Episode of the game that you’ll see some proper variety in the gameplay, however: here, you play through four missions parodying more modern titles, such as Medal of Honor (DreamWorks Interactive, 1999) and Grand Theft Auto: San Andreas (Rockstar North, 2004), gaining new abilities and outfits in the process. This sees you defending a town of fantasy creatures from a two-headed dragon and navigating through both a top-down and third-person dungeon in a parody of fantasy role-playing games (RPGs), collecting flags, defending a jeep from turrets and mines, and using C4 to scale a battleship, traversing a Japanese land of fire and ice that resembles both Ōkami (Clover Studio, 2006) and Pokémon (Game Freak/Various, 1996 to present), and battling through a rundown neighbourhood of pimps and hoes. Essentially, however, you’ll encounter the same puzzles and obstacles repeated over and over but in different environments and with slightly different enemies, which is just enough to keep things relatively interesting despite how troublesome the combat and platforming can be.

Graphics and Sound:
Thanks to incorporating a cel-shaded graphical style, The Simpsons Game holds up relatively well; Springfield is easily the game’s most impressive environment, being unquestionably the largest and most accurate videogame interpretation of the famous fictional town, but it is quite barren. Sure, NPCs wander around and spout lines at you and it’ll be invaded by aliens later in the game, but you can only enter a handful of the most recognisable buildings and houses and there aren’t any side quests to occupy your time beyond hunting down each character’s collectibles.

Many of the environments are decent recreations of memorable Simpsons episodes and locations.

Environments continue to shine in each of the game’s Episodes; these will load in new areas of the city that are self-contained levels separate from the overworld and are full of awesome call-backs to popular videogame franchises. These are most evident in the videogame factory, which contains parodies of Super Mario and Sonic the Hedgehog and enemies lampooning the Madden NFL (EA Tiburon/Various, 1988 to present) and Street Fighter (Capcom/Various, 1987 to present) franchises, and the aforementioned fantasy mission that parodies both EverQuest (Verant Interactive/989 Studios, 1999) and the Legend of Zelda (Nintendo EAD/Various, 1985 to present) franchise. You’ll also visit a number of recognisable locations from the Simpsons cartoon, such as the pier, the Land of Chocolate, Mayor “Diamond” Joe Quimby’s building and office, the Springfield Natural History Museum, and the game features a couple of Episodes based on specific “Treehouse of Horror” episodes.

The in-game cutscenes and 3D models pale in comparison to the top-notch 2D animation.

For the most part, the in-game graphics are perfectly suited to rendering these environments and the character models. Everything is very bright and light on detail, similar to the cartoon, playable characters all have idle animations and plenty to say, and the game does its best to recreate the aesthetic style of the show at every opportunity. Unfortunately, the game also features a number of traditionally animated cutscenes that stand out in stark contrast to the ugly cel-shaded, 3D models that can look distorted and disturbing when characters talk and interact using the in-game graphics. Why the developers didn’t simply use 2D animation for all the cutscenes is beyond me but ugly 3D models are expected when creating a videogame based on a traditionally 2D medium. The game somewhat makes up for this by featuring an abundance of voice acting from the entire Simpsons cast; while you’ll recognise a lot of jokes recycled from the cartoon and quickly grow tired of the same exclamations and catchphrases being spouted again and again, the game’s writing and humour is generally on-point for the show and I was mostly satisfied with the game’s overall presentation.

Enemies and Bosses:
You’ll battle against a wide variety of enemies in The Simpsons Game. Well, I use the term “variety” loosely because while you’ll face lumberjacks, thinly veiled parodies of Ryu, gun-toting Scratchys, aliens wielding boards with nails in them, and killer dolphins, they generally all fall into the same predictable categories. This means that battling sumo wrestlers who resemble Comic Book Guy is very similar to fending off Groening’s army of lawyers as, beyond a handful of unique attacks for some enemies, enemies can generally be categorised as melee attackers and ranged attackers. Typically, enemies will spawn in from a central point (a porto-potty or pimpmobile, for example) and you’ll need to destroy these spawning points to clear enemies out of the area and you’ll have to battle all of the game’s enemies when you reach the game’s final mission. Easily the most annoying enemies come before this, however, as Matt Groening spawns in an infinite number of Benders and Doctor Zoidbergs to hassle you as you try and bring him down.

The game’s larger bosses require a bit of team work to bring down.

Each Episode ends in either a boss battle or something akin to it; while fighting through the Springfield Natural History Museum, you’ll run across bullies Jimbo, Dolph, and Kearny and you’ll need to take each of the three out by shooting targets to drop them or chase them away and then glide and platform across planets in the planetarium to finish off Jimbo all while dodging blasts from their laser guns. You’ll also need to blast Homer through a renaissance fayre and smash up a recreation of the Statue of Liberty to win his eating contest and use the Hand of Buddha to rescue Lenny and Carl from a giant woodchipper as Lisa and Bart. When in the “Game Engine” Episode, you’ll have to platform your way through a factory of parodies to battle a satire of Donkey Kong; the giant ape tosses explosive barrels at you and sends an infinite number of minions your way who you’ll need to flick back at him with the Hand of Buddha when he steps forward on his stage. Perhaps the most well-known boss is Lard Lad, a gigantic doughnut mascot come to life who rampages through a construction site blasting at you with his eye lasers and who sends swarms of evil Krusty dolls your way. To take Lard Lad down, you must distract him with Homer so that Bart can get around behind him and blast at the three targets on his back and butt, which briefly opens up panels you can glide to in order to rip out his wires and send him crashing to the ground.

While some bosses require a bit of strategy, Mr. Burns folds faster than Superman on laundry day.

Rather than have to battle with recurring antagonist Sideshow Bob, Bart’s would-be-murderer is restricted to, and defeated in, a cutscene, leaving you to fend off aliens in that Space Invaders homage I mentioned above and alongside Cletus the Slack-Jawed Yokel when inside their mothership. You’ll also have to contend with Snorky, leader of the killer dolphins, who stands far out of reach in the Springfield aquarium; luckily, you can send him tumbling into the water beneath him with Bart’s slingshot and then drop an electrifying jellyfish into the water three times to defeat him as the Sea Captain helps you fend off his minions. In the EverQuest parody, you’ll have to battle a two-headed dragon baring Selma and Patty’s faces; the first time you encounter this, she’s flying around a village and setting fire to houses. You need to have Marge direct her mob to put out the fires and then have Homer bash into the dragon when she hovers between one of the village’s bridges and then have the mob attack her when she’s downed. After fighting through the dungeon, you’ll battle her again in a homage to single-screen arcade games like Mario Bros. (Nintendo R&D1, 1983) that sees you bashing into her using Helium Homer while fending off the Orc Moes she spawns with her eggs. In the Medal of Honor parody stage, you’ll get to punch out multiple versions of César and Ugolin, sailor-garbed versions of Waylon Smithers, and destroy turrets before finally facing off with Private Charles Montgomery Burns…which boils down to you simply landing your combo and knocking him out.

After a fun turn-based boss and an aggravating battle with Groening, it all boils down to a rhythm game.

Things get interesting when Homer and Lisa travel to a Japanese land and have to defeat and capture three Sparklemon to awaken Mister Sparkle by battling against three very familiar looking monsters controlled by Jimbo, Sherri and Terri, and Ralph Wiggum in traditional turn-based RPG battles that are reminiscent of both Pokémon and the Final Fantasy franchise (Square Enix/Various, 1987 to present). Although Homer and Lisa’s attack options are limited, each Sparklemon has a weakness to a specific attack so it doesn’t take much to defeat the three and, similarly, thanks to the Space Invaders-like mini game from earlier, it’s not too taxing to bring down Poochie in the “Grand Theft Scratchy” mission; simply use the Hand of Buddha to drop explosive barrels on his minions before they destroy the ice cream trucks and then have Marge direct her mob to destroy Poochie’s stage. By far the most annoying and frustrating boss is the penultimate battle against Matt Groening himself; first, you must wade through an army of high-priced lawyers to storm his grandiose mansion and then he spawns an endless swarm of Benders and Dr. Zoidbergs all while pits of molten gold sap your health and Groening tosses projectiles at you. To defeat him, you need to use Ball Homer to hit him when he’s exposed and you’ll need to have Bart glide and climb up to levers to get him into position. Finally, the grand dining table will angle up into a launching pad for you to blast up as Ball Homer to bring Groening down but the game doesn’t end there. With Springfield still under attack, the family heads to Heaven itself and has to battle every single enemy they’ve faced in the game’s previous missions and even William Shakespeare and Thomas Jefferson. While Shakespeare is easily defeated using Bart’s halos, Jefferson duplicates into smaller versions of himself when hit and can instantly kill you and your partners with his key attack, making him a troublesome foe. God himself is a complete cakewalk though; rather than require you to utilise the skills you’ve built up over the game, this final boss is a simple parody of music rhythm games like Guitar Hero (Harmonix, 2005) that has you pressing the D-Pad at the right moments to defeat him and is a bit of an anti-climatic final trial.

Power-Ups and Bonuses:
As you defeat enemies, they’ll drop power, food, ammo, and other items to refill your health and Power Meter. You can also smash crates and other objects to help with this and, if you find all of the collectibles in each Episode, you’ll extend your health bar, which is a nice incentive to explore your environments. Although I didn’t play alongside a human partner, it doesn’t seem as though there are any co-op attacks you can use and the extent of your co-operation boils down to you fending off enemies or activating certain switches with your different Special Attacks.

Each character can grab a power-up to become temporarily stronger and invincible.

Each character acquires additional Special Attacks as you progress for the story but you’ll simply be gifted the remainder of them by Professor Frink after you rescue your low-pixel counterparts. Each character also has a power-up they can collect that will temporarily make them invincible and boost their attack power by transforming them further. Bart becomes Robo-Bart and shoots lasers from his eyes, Lisa and Marge become Clobber Girl and Cop Marge, respectively, which makes them super strong, and Homer eats a Guatemalan Insanity Pepper to become a burning version of Ball Homer.

Additional Features:
The Simpsons Game comes with forty-four Achievements for you to earn; unfortunately, virtually none of these are tied to anything more than completing the game’s Episodes and beating the various time challenges. You’ll get a 5G Achievement just for starting the game, and a 0G Achievement when you die ten times, but there aren’t any fun ones like visiting Moe’s Tavern as Homer or the school as Bart or anything like that.

Clichés, collectibles, and time challenges add to the game’s replay value.

Every single character has a number of collectibles to collect; these are strewn across the length and breadth of the Springfield overworld and hidden in each Episode and it’ll often require your Special Attacks and abilities to hunt them down. Collecting them all extends your health bar, as mentioned, but also unlocks trophies to display in the Simpson’s house, unlocks alternate attires, and will net you Achievements. You’ll also encounter videogame clichés, seemingly at random, which will add to your overall completion score but hunting down everything will definitely require a guide and a lot of patience. You can replay any mission from the main menu at any time to hunt down anything you’ve missed and you’ll also get to take on a number of time challenges for a series of 5G Achievements. These are a bit more than just finishing an Episode quickly, as well, and have you rescuing NPCs, fending off enemies, playing some of the mini games, or performing other tasks against a time limit which all helps to add a little variety to the game.

The Summary:
I remember being largely underwhelmed and frustrated when I first played The Simpsons Game on the PlayStation 3; a janky camera, dodgy controls, and lack of Trophies hurt my experience with the game but revisiting it for this playthrough on the Xbox 360 was a far more enjoyable affair. It’s a flawed game, for sure, but not quite as bad as most videogame adaptations tend to be; for one thing, it seems as though some time and effort was put into the game, particularly in its writing and presentation, and the parodies of popular and classic videogames made for some amusing moments. It’s fun exploring Springfield, interacting with recognisable Simpsons characters, and playing through new versions of classic episodes from the cartoon and the family’s different abilities are generally quite fun, if aggravating at times (though a lot of these issues can probably be solved by having a human partner to play alongside, which would cut down the back and forth and solve puzzles faster). Sadly, the ugly cel-shaded cutscenes let the game down somewhat, as does the repetitive and uninspired combat, puzzles, and platforming; it also feels like the developers played it a bit safe by doing a metatextual plot and Springfield is a little too barren at times. Still, it’s a decent enough title if you can find it at a decent price and probably the best Simpsons videogame for its attempt at variety and more fitting use of the license.

My Rating:

Rating: 3 out of 5.

Pretty Good

Are you a fan of The Simpsons Game? Which of the playable characters was your favourite? What did you think to the recreation of Springfield and recycling of elements from the show? How do you feel the game holds up today and what did you think to the way it parodied other videogames? What is your favourite Simpsons game? Do you have a favourite character, episode, or moment from the show? How are you celebrating Whacking Day today? Whatever your thoughts on the world’s most famous yellow family, feel free to leave a comment below and be sure to check back in for more Simpsons content!

Game Corner [Dragon Ball Day]: Dragonball Z: Battle of Z


DragonBallDay

When the Great Demon King Piccolo was released upon the world, he broadcasted a message on television declaring May 9th as “Piccolo Day”…and promptly celebrated by announcing his ownership over the planet. Since then, May 9th has been officially recognised as “Goku Day” but, to make things simpler, I’m using this as a good excuse to celebrate all things Dragon Ball,


Released: 23 January 2014
Developer: Bandai Namco Games
Also Available For: PlayStation 3 and PlayStation Vita

The Background:
Akira Toriyama’s Dragon Ball franchise, particularly Dragonball Z, has a long history with videogame adaptations; the first Dragonball Z videogame released for the Family Computer (Famicom) back in 1990 and, since then, a range of different titles based on the long-running manga and its popular anime counterpart have been released, generally in the form of tournament fighters or one-on-one beat-‘em-ups that retell the events of the anime over and over again. In 2009, Bandai Namco acquired the rights to the franchise and, since then, got into a bit of a routine of releasing new Dragon Ball titles on an annual basis. With Dragonball Z set to make a long-awaited return with the first feature-length production in seventeen years, Dragonball Z: Battle of Gods (Hosoda, 2013), the publishers produced a new Dragonball Z game to coincide with the film’s release, one that focused on team-based combat rather than one-on-one fights or role-playing mechanics. Dragonball Z: Battle of Z received mixed reviews upon release, however, with criticisms levelled at the game’s repetitive and unreliable combat mechanics and artificially augmented difficulty.

The Plot:
Through a series of battles, ranging from one to four characters at a time, Dragonball Z: Battle of Z retells famous events from the long history of the Dragonball Z franchise, from the arrival of the Saiyans, to the Z Fighters’ battles against Frieza, the Androids, Perfect Cell, and Majin Buu, and even select fights from the many non-canon movies and alternative timelines, culminating in battles against the franchise’s biggest names, enemies, and characters and a showdown with the God of Destruction himself, Beerus.

Gameplay:
I’ve played a handful of Dragonball Z  videogames in the past; I remember really enjoying Dragonball Z: Budokai Tenkaichi 3 (Spike, 2007) and have been putting off picking up Dragon Ball FighterZ (Arc System Works, 2018) for ages as I’m waiting to see if it gets re-released with all the downloadable content (DLC) included. As a result, and being a big Dragonball Z fan, I was intrigued when I was gifted Dragonball Z: Battle of Z but instantly a bit perturbed when I discovered that the game was a team-based fighter. Call me a traditionalist but I really don’t enjoy team-based fighters; I find it just artificially drags out the gameplay and the fights because you’re forced to fight two or more fighters in every round, meaning more chances to lose and more frustrations. I just don’t get why games that utilise this feature can’t just have the option to disable it and let players fight one-on-one. Interestingly, you can do this in Battle of Z but it’s really not recommended as you’re generally fighting a slew of enemies at once so you’ll need all the backup you can get.

Rush at your opponent and smash them into the air to pull off a Meteor Chain combo.

Controls and fighting in Battle of Z are surprisingly complicated for a fighting game; you can attack your enemy with Y, fire a ki blast with B, and use X and A to ascend and descend, respectively. You can target an enemy with RB (remember to do this or else you’ll have a hard time actually landing a hit on your opponent), cycle through available targets with the right analogue stick, and dash towards your intended target (and, usually, head-first into their attacks) by holding A or X. Holding LB will see your character put up their guard to minimise the effects of incoming attacks (though, annoyingly, there is no counter attack system in place), and you can press LT and RT simultaneously to unleash your character’s signature attacks when they have enough ki energy. You can also perform a side step and dodge with LB and the left analogue stick and hit your opponent with a “Strike Impact” blow that allows you to chase after them and bash them around the environment and build up a “Meteor Chain” combo with your teammates.

Fill up the Genki Gauge to unleash your character’s most devastating Ultimate Move.

As you attack your opponents, you’ll build up the “Genki Gauge” as well as your ki energy. When your ki energy is full enough, you’ll be able to pull off more powerful ki attacks such as Son Goku’s Kamehameha, Vegeta’s Garlick Gun, or Majin Buu’s Chocolate Beam. However, wasting your ki on normal ki blasts and your character’s other special attacks can make it harder for you to pull off these more powerful attacks and, if the bar is completely drained, you’ll be left stunned and vulnerable as you wait for it to refill. If you manage to completely fill up the Genki Gauge, though (and if you’re playing as the right character), you’ll be able to pull off an Ultimate Move, such as Goku’s Spirit Bomb or Super Saiyan 2 Son Gohan’s Father-Son Kamehameha blast. In some battles, the only way to win is to pull off these Ultimate Moves and fights are specifically structured in these cases to allow you to perform them but you’ll still have to work to build up the gauge. Occasionally, you’ll be asked to rapidly tap B to “share your energy” from the Genki Gauge, which seems to restore the ki energy of you and your fighters but, honestly, I must have missed the actual point of this as it just seemed like a waste of time, especially when you’re forced to switch your team out in the next mission more often than not. Of course, a major feature of Battle of Z is its team-based mechanic; before each mission, you’re asked to assemble a team of four fighters (comprised of you and three computer-controlled players or you and fellow human players if you’re connected to the internet) but, unfortunately, you’re rarely ever given free reign to pick your team as the characters you can select are restricted to the Saga you’re playing. For example, in the Saiyan Saga, you won’t be able to play as characters from the Cell Saga and you won’t be able to play as the Androids when taking on the Buu Saga.

Assemble a diverse team of fighters and issue commands on the fly to best your opponents.

You can, however, assemble a team of multiple duplicate fighters, which can be helpful for the game’s tougher missions. Each fighter has a different speciality and, thus, each behaves and controls a little differently: Melee Types excel in up-close melee attacks; Ki Blast Types deal greater damage with their ki attacks and can fire three blasts at a time instead of just one; Interfere Types specialise in distracting and disrupting enemy movements; and Support Types will prioritise healing, reviving, and restoring you and your teammates in battle. During a fight, you can issue basic commands to your team using the directional pad (D-Pad) to instruct them to fight at full power, join forces with you against an opponent, go on the defensive, or hang back and leave the fighting to you (not really recommended and I never found a time when this was preferable). If you co-ordinate with your teammates, you can chain together Meteor Strikes to bash a target all over the place and even perform a “Synchro Rush” combo where you and your allies will pummel a chosen target with a combo of strikes. You can also target your allies and restore their health, ki, or revive them if they’re fallen but I found it much easier to concentrate on the offensive and leave the reviving to my teammates. When you head into a battle, you share a limited number of retries with your team mates; when your health is drained, your allies have ten seconds to revive you before you lose a try and, if all tries are exhausted by you and your teammates falling too often, the battle ends. It’s essential, then, to keep an eye on how many tries you have left as, quite often, battles can abruptly end without warning simply because your allies have fallen once too often. You’re also constantly battling against a time limit (usually about ten minutes), which makes every fight a constant struggle and a chore to get through, especially when you’re faced with wave upon wave of seemingly endless enemies.

Battles are hetic and leave you pummelled relentlessly, which can be extremely frustrating.

Like pretty much every single Dragonball Z videogame, Battle of Z takes you through an (extremely) truncated retelling of the entire Dragonball Z saga using a strict mission-based structure, with a few bonus missions tossed in that adapt some of the feature films or present hypothetical scenarios. If you’re not that familiar with Dragonball Z then you might get a little lost as the story is told in brief snippets and character interactions before each fight and split across different missions; if you simply play the main missions, you’ll only experience events from one perspective and will have to switch to playing as the villains to experience the full story. On the one hand, this is a pretty decent way of getting you accustomed to a variety of different fighters but, on the other, it makes the story mode very fragmented and has you constantly switching out your load outs and setups as you’re forced to assemble new teams each time. Personally, I found it much easier to stick to one fighter (usually Super Saiyan Goku, Super Vegeta, or Full Power Frieza) and have three computer-controlled allies who all specialised in healing (such as Android #18 or Jeice) to avoid being pummelled into oblivion within the first few seconds battle. Since you’re forced to make a team of four for every fight, Dragonball Z’s story is tweaked to accommodate characters who weren’t present at certain events. Other times, you’re forced to battle against waves of opponents or certain foes (such as Raditz) who are inexplicably joined by disposable grunts who relentlessly bombard you with ki blasts. Every time you win (or, at least, complete) a fight, you’re given a ranking, earn a number of Battle Points (BP), and acquire cards and items. Unlike most Dragonball Z fighting games, Battle of Z opts for a quasi-open world presentation which allows you to freely fly and dash around a large environment ripped right from the anime from a third-person perspective. Unfortunately, the camera, physics, and controls are often as detrimental to your success as the often overwhelming difficulty of your opponents and you’ll be struggling with the janky camera as much as trying to land blows on your chosen target. If you forget to lock on to a target, you’ll simply swipe at thin air and, often, you’ll be battered by ki blasts from all angles or attacked from behind and, in the time it takes you to switch targets, you’ll probably end up knocked out on the ground like a chump. Helpfully, you can view your character’s abilities, your mission objectives, and the difficulty level of each mission from the pause menu and can simply manually retry if you are close to failure, which you may have to do a few times as, while the game starts off pretty simple, it quickly ups the difficulty level. It doesn’t help that downed enemies don’t seem to lose health when you attack them and you can never assemble a team of your favourite characters as you often need to have specific characters of Support Types on your team in order to succeed.

Graphics and Sound:
As is the case for pretty much every single Dragonball Z videogame, Battle of Z emulates the style and fast-paced, kinetic energy of the anime by employing a cel-shaded aesthetic. This is fitting but nothing you’ve not really seen before in other Dragonball Z games or similar fighters and results in character models looking pretty much spot on, if a little static and lifeless at times as they tend to just stand there or strike a dramatic pose while spouting abridged lines from the anime. Battle of Z expands on its roster by having each character’s different forms and transformations take up a character slot; as a result, you won’t be powering up or transforming mid-battle like the characters do in the anime and, instead, must select these forms from the character select screen. This means that we miss out on the iconic visual of the characters surrounded by crackling auras and powering up (outside of cutscenes, at least) but the game does a pretty good job of recreating the big, explosive special attacks from the anime…when you actually have enough ki to pull them off, that is. Still, it’s pretty cool to finally bust out attacks like Evil Buu’s Assault Rain, Super Vegito’s Spirit Sword, and Super Saiyan Broly’s Burst Eraser.

Environments may be accurate to the anime and partially destructible but they’re also quite barren.

Environments are just as faithfully recreated, almost to a fault; you’ll battle out in the countryside, in the middle of cities, out in the desert, and on iconic planets such as Namek and the Supreme Kai’s world. Unfortunately, while much of the environments are destructible (if you manage to smash your opponents into them properly), they’re largely barren and lifeless and often only varied by such exciting elements as different times of day. They’re also quite large, which is helpful if you’re trying to take a break from being relentlessly attacked and means that the onscreen radar actually comes in useful at times, but also means that it’s very easy for you to be attacked from afar due to lack of cover and results in you flying head-first into attacks as you desperately try to dash across the open plains to reach your target.

After an incredible anime opening, the game relies on its in-game graphics to give a little context to its fights.

As I mentioned, the game’s story takes a bit of a backseat; the in-game graphics are used to relay a condensed version of Dragonball Z’s sagas and movies through a few brief interactions between your team and their enemies. This can result in some different lines and interactions if you have different characters from the Saga present, and unique interactions between characters like Goku and Bardock, and all of the voice actors from the anime return to recreate and redub their lines from the anime. The game also recreates the music from the anime, including a remix of the iconic theme song, ‘Cha-La Head-Cha-La’, over an impressive anime opening sequence created specifically for the game that is, honestly, one of the more entertaining moments of Battle of Z.

Enemies and Bosses:
Since Battle of Z recreates the events of the anime and a handful of the feature-length movies, you’ll be tasked with tackling all of the series’ most iconic villains and characters as you play through the different missions with certain specific characters. Along the way, you’ll also have to contend with waves of disposable enemies who either come at you over and over again, support the more formidable characters, or respawn after being defeated. This means you’ll face numerous palette swapped variants of the Saibamen, Frieza’s grunts, Cell Jnr’s, and facing off against Z Fighters like Piccolo, Yamcha, and Tien Shinhan who often come in to tip the odds against you right when it seems like you’re on the cusp of victory.

The Saiyans arrive on Earth to cause trouble and wreck havoc in their Great Ape forms.

In the Saiyan Saga, you’ll have to battle Raditz, Nappa, and Vegeta in a variety of different formations; the first time you face Raditz, you’ll first have to dispose of a wave of Saibamen, which can leave you quite drained and underprepared for the actual battle against Goku’s brother. After recreating Gohan’s training against Piccolo out in the wastelands, you’ll then have to take on Nappa, first accompanied by Saibamen and then joined by the main antagonist of this Saga, Vegeta. Vegeta’s ultimate threat comes when he transforms into his gigantic Great Ape form, which you can stun by targeting its limbs while trying to dodge his massive mouth laser and crushing grip. Honestly, though, the most annoying enemies in this Saga are Nappa (who constantly targeted me with relentless melee attacks) and Vegeta (who fires a non-stop barrage of ki blasts when you’re trying to fend off his cohorts). When playing as the villains, you’ll have to take on the Z Fighters as the perspective shifts to you mainly battling against Goku; you’ll also have to take on Gohan’s Great Ape form, which is far more rampant than Vegeta’s and likes to toss boulders right at your head.

To finish off Frieza, you’ll have to also battle against a tight time limit and deal with his rapid teleporting.

In the Frieza Saga, you’ll mostly be confined to the planet Namek in various stages of disarray; Frieza’s soldiers are a constant headache all throughout this Saga and make battling the Ginyu Force much more annoying than it needs to be. The Ginyu’s are also far more versatile and frustrating than their Saiyan counterparts as Guido will freeze you in place with his telekinetic powers, Recoome will constantly fly at you with melee attacks much like Nappa, and things only get more annoying when the entire Ginyu Force comes at you in waves. Thankfully, Captain Ginyu doesn’t bust out his annoying change form mechanic (or, at least, he didn’t in my playthrough) so you don’t have to worry about him taking over your body or being forced to play as him but it’s quite a shock to find the Ginyu Force being so formidable when they’re generally depicted as being incompetent nincompoops. Once you get past the Ginyu Force, you’ll have to battle against Frieza’s various forms as Namek disintegrates around you. While his first form is a walk in the park, his second form allows him to shield himself with a protective aura and, as if that wasn’t bad enough, you’ll be forced to take on his third form in the same mission, making it more of a gauntlet. Another mission has Frieza zap your team to half health and asks you to either defeat him or survive for three minutes before he reaches his full power form, which you’re given just five minutes to defeat him. This makes this fight needlessly frustrating as Frieza is an absolute bitch and teleports all over the place while blasting at you with devastating ki attacks but it does work to your advantage in the villain story where you get to play as Frieza and battle against Super Saiyan Goku. Another alternative mission in the Frieza Saga has you battling all of Frieza’s forms at once which, honestly, I found easier than battling the damn Ginyu Force!

After besting the Androids, you’ll face your toughest challenge yet in the form of Perfect Cell.

In the Android Saga, you’ll first have to spar against the other Z Fighters before tackling Future Trunks and then confront Android #19 and Doctor Gero; unlike in some Dragonball Z videogames, and the anime, the androids are susceptible to your ki attacks rather than absorbing them and you’re also given a bit of a break as you don’t have to defeat Dr. Gero when he decides to run from the battle. Android #18 and #19 are more formidable, primarily because of how good #18’s healing abilities are, but they’re easy to target individually since they’re not supported by endless swarms of goons. Once the Cell Saga starts, you can actually have Cell attack the Androids on your behalf as the mission briefing is to destroy Cell’s different forms and the only real benefit to taking out all your enemies is the acquisition of additional BP. Cell isn’t much of a threat in his Imperfect form but he loves to spam Solar Flare to evade your attacks and his threat dramatically increases when you’re forced to battle Android #16 and #17, then them and Semi-Perfect Cell, and then fight Perfect Cell all in the same mission! This, however, is nothing compared to the sudden brick wall of Mission 26, which sees you annihilated by aggressive and frustrating Cell Jnr’s before being wrecked by Perfect Cell once more. The only way I could clear this mission was to have my three teammates be Teen Gohan so that I could be consistently and reliably healed and revived during the fight, which was particularly annoying to me as I wanted to use a team of Super Saiyans. Things only get more challenging in the villain and alternative missions, which have you battling against Perfect Cell as the Androids or fighting as Perfect Cell against Super Saiyan 2 Gohan (alongside Super Saiyan Vegeta, Super Saiyan Trunks, and Android #16, of course).

Buu becomes a significant threat once he assumes his powerful, maniacal Kid Buu form.

Things get a little less frustrating in the Buu saga, which sees you battling the likes of Dabura (who can turn you to stone with his spit) and, of course, Majin Buu’s various different forms as well as Majin Vegeta (who loves to block your attacks and is, fittingly, super aggressive). In these missions, Buu will also attack your enemies so it can be useful to hang back and let him weaken them on your behalf while conserving your ki energy but you’ll also have to battle Evil Buu right after defeating regular Buu, which can be quite the chore. The shit really hits the fan when you face off against Kid Buu, a maniacal and hyper aggressive enemy who is super fast and super tough, dashing and teleporting all over the place, blocking your attacks, and attacking with his stretchy limbs, furious ki combos, and even gaining invincibility frames and taking refuge behind the environment to really drag out the battle. When playing on the villain’s story, you’ll also be tasked with defeating or surviving for three minutes against Super Saiyan 3 Goku and a particularly gruelling gauntlet that sees you battling Son Goten and Kid Trunks individually, fused as Gotenks, their Super Saiyan 3 form, and Piccolo all in the same mission within the Hyperbolic Time Chamber.

Fight hard enough and you’ll unlock missions based on the feature-length movies and specials.

As mentioned, you’ll also recreate some of the most recognisable fights from the feature films; this means battling the Androids as Future Trunks, taking on Bardock (who has his own Great Ape and Super Saiyan forms), and fighting against the likes of Cooler (a battle that I found impossible to clear because of how tough and annoying his goons were), Hirudegarn, Meta-Cooler (which are essentially the same as battling the Great Apes but made far more frustrating), and Broly. As you might expect, Broly represents one of the game’s most challenging battles as he’s not only accompanied by constantly-respawning Saibamen but he also powers up to his Super Saiyan and Legendary Super Saiyan forms. Additionally, there are a number of alternative battles on offer that see you fighting against all of Vegeta and Goku’s family, all of the Saiyans in waves where they power up to their strongest forms, the entire Ginyu Force followed by all of Frieza’s forms and Cooler, and, eventually, a battle against Beerus (and against Super Saiyan Vegito as Beerus) in an adaptation of the Battle of Gods feature film. Unfortunately, to reach this (and unlock all of the game’s fights), you must complete and clear every single mission in the game, which is an incredibly tall order and one unfortunately, beyond my ability as I tapped out some time after losing to Super Saiyan 3 Gotenks.

Power-Ups and Bonuses:
When you select characters, you can customise their palette and power them up with cards and items. These are often earned, or unlocked, by clearing missions but are primarily purchased in the in-game shop using your BP. Cards can be used to increase your character’s melee attack power, defence, ki blast attack power, and have their natural abilities increase or cause their attacks to have detrimental effects on their targets. You can also earn Premium Points (PP) by meeting certain conditions or earning SS ranks in missions. PP can be spent in the Premium Shop and allow you to acquire more powerful items (most of which can only be used once before you have to buy another one and cards). These will buff your character and team’s stats, increasing them under certain conditions or draining health or ki from your enemies, speeding up your ability to level up and earning you more BP, or restoring you to full health upon defeat using Senzu Beans. Since you’ll be switching your teams out quite often, it’s best to make use of the auto customise options, which allow you to assign the most powerful cards to your characters (or which remain after equipping cards) at the push of a button.

Additional Features:
There are forty-nine Achievements on offer in Battle of Z; a lot of these are awarded simply for clearing each of the available story routes, though this becomes increasingly challenging as you tackle the alternate story missions. Others are tied to performing Ultimate Moves, clearing every mission, earning certain cards, playing as every character, or meeting certain conditions in the game’s online mode. You can team up with other players online to take on the game’s missions in co-op mode, battle against each other in a standard four-on-four fight, fight to attain the highest score, or race to acquire the seven Dragon Balls scattered throughout the environment. Sadly, the game doesn’t include couch co-op or offline multiplayer, so I never got to experience any of these modes as the servers don’t appear to still be active (or, if they are, players are few and far between these days). There’s a decent amount of replayability on offer through the many different story mode missions on offer; clearing missions unlocks parallel, adjacent, and subsequent missions that see you playing as different characters or taking on characters from the feature films. However, as these are some of the more frustrating and difficult missions in the game, it can be very tedious and challenging to clear every mission and unlock all the game’s playable characters (many of which can only be attained by clearing certain missions with the highest rank). You can also purchase some additional DLC in the form of extra fighters and forms, such as a Naruto (1999 to 2014) inspired outfit for Goku, Super Saiyan Bardock, and Super Saiyan Vegito.

The Summary:
Dragonball Z: Battle of Z certainly looks and sounds pretty good; its cel-shaded aesthetic closely mirrors the look of the anime and it’s great to hear the voice cast come back and re-record their lines for some new interactions in certain situations. It provides a slightly different spin on the usual formula through its use of team-based fighting mechanics, meaning that it’s a little different from most videogame adaptations of the anime but, essentially, if you’ve played any Dragonball Z videogame, there’s not really anything new here narratively speaking and it’s the same retreading of the Sagas we’ve seen numerous times before. What lets Battle of Z down, though, is the steep difficulty curve and the reliance on these team-based mechanics. Your teammates are often not really good for much more than distracting your enemies and will drain your retries if you don’t heal them up; it’s equally annoying that you can’t form your own, personalised team right off the bat and have to compromise or cheese the more challenging missions by loading up on Support Type characters. The game’s focus on a heavily condensed version of the story also hurts it as you simply jump from fight to fight and mission to mission with very little context and have to hop between the different story routes to get the full story, which is a bit annoying. In the end, it was fun at times but infuriating for the most part as missions were a chore to clear, the requirements to unlock everything were ridiculously unfair at times, and I can’t say that I’d recommend this one over other more traditional, 2.5D/tournament-based Dragonball Z videogames.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played Dragonball Z: Battle of Z? If so, were you a fan and how would you rate it compared to other Dragonball Z videogames? Are you a fan of team-based fighters? Who was your go-to team in this game? What did you think to Battle of Z’s recreation of the anime and the slight twists it took with the different missions? What is your favourite Dragon Ball videogame and how are you celebrating Dragon Ball day today? Whatever your thoughts on Battle of Z, or Dragon Ball in general, leave a comment below.

Game Corner [Robin Month]: Young Justice: Legacy (Xbox 360)


In April of 1940, about a year after the debut of arguably their most popular character, Bruce Wayne/Batman, DC Comics debuted “the sensational find of [that year]”, Dick Grayson/Robin. Since then, Batman’s pixie-boots-wearing partner has changed outfits and a number of different characters have assumed the mantle as the Dynamic Duo of Batman and Robin have become an iconic staple of DC Comics. Considering my fondness for the character and those who assumed the mantle over the years, what better way to celebrate this dynamic debut than to dedicate every Monday of April to celebrating the character?


Released: 19 November 2013
Developer: Freedom Factory Studios
Also Available For: Nintendo 3DS, PC, and PlayStation 3

The Background:
After debuting in the pages of The Brave and the Bold #54 in 1964, the Teen Titans had a relatively consistent presence throughout the 1960s and 1970s and acted as a way for DC Comics to appeal to younger audiences. The team arguably achieved their greatest mainstream success when writer Marv Wolfman and George Pérez breathed new life into the concept by introducing many characters who are now synonymous with the team but I actually became a fan of the group after reading the adventures of their later contemporaries, Young Justice. Although functionally similar to the Teen Titans, Young Justice brought together the then-modern incarnations of their predecessors, who had long since grown up and assumed other identities. Created by Todd Dezago, Todd Nauck, and Lary Stucker the team operated between 1998 and 2003 before disbanding (most likely so that DC Comics could captalise on the success of the Teen Titans cartoon (2003 to 2006)) before reuniting in 2019. Some four years after Teen Titans ended, the Young Justice concept was evoked for a new DC animated series that ran from 2010 to 2013 before finally receiving a long-awaited revival in 2020. Young Justice’s critical acclaim and popularity also led to the development of this videogame adaptation; unfortunately, the game suffered delays, ports to other consoles were cancelled, and it released to mainly negative reviews.

The Plot:
Taking place in the five-year gap between season one and season two of the cartoon, Young Justice sees the titular team joining forces against the combined might of “The Light”, a cabal of supervillains with intentions to take over (or destroy) the world.

Gameplay:
Young Justice: Legacy is a team-based beat-‘em-up with very light puzzle elements that sees players form a team of three (why it isn’t four is beyond me…) characters from a roster of twelve and fight their way through fifteen missions. If you don’t have one or two friends to play alongside, you can switch between the three characters with a press of left or right on the directional pad and, when you’re not playing as them, the computer will take over and batter any nearby enemies with a reasonable amount of competence. When selecting a team for the game’s main campaign, you’re unable to alter the story-based team leader, which can mean that you’re stuck with a character you don’t really like and limits the customisation options available to you, but that doesn’t really matter as, essentially, every single character plays the same way. Tapping X performs a light attack while pressing Y performs a heavy attack (you can also hold Y to charge this up) and you can mix up these button presses to perform a few clunky combos (although it has to be said that you can easily just run past the vast majority of the game’s enemies and not get bogged down in the monotonous combat). You can jump with A and certain characters can fly (more of a hover) with a subsequent press of A, perform an awkward dash with B that can help you move a little faster or dodge incoming attacks, hold the Left Trigger to block, and pick up and throw objects with B and X, respectively.

Combat is laborious and characters don’t really feel that different from each other.

Each character has four superpowers available to use; these are performed by holding the Right Trigger and pressing either X, Y, A , or B and can be performed as long as the blue bar on the heads-up display is full. This bar fills up over time and you’re able to pull off such ranged attacks as tossing Batarangs, shooting arrows, throwing fireballs, and blasting enemies with water, area blast attacks that may stun or knock back enemies, cast a healing spell or boost your attack, defence, and energy consumption, or freeze enemies, compel them to attack their allies, or turn your character briefly invisible. As you defeat enemies, you’ll build up your character’s “Hero Boost” meter; once it’s full, you can pull off a Hero Boost than defeats or heavily damages all onscreen enemies by holding RT and pressing the Right Bumper or build up all three characters’ bars and unleash a massive “Squad Boost” attack by holding RT and pressing the Left Bumper. Sadly, every character has the same Hero Boost attack and animation, which really limits the distinctiveness of each character beyond their individual superpowers. Combat in Young Justice: Legacy is mind-numbingly simple; as you run through painfully linear environments, you’ll be set upon by a near-endless supply of goons, all of whom might look a bit different area to area but basically attack in the same ways and can be put down with a bit of mindless button-mashing (or, as I said, avoided completely in some instances).

Combat is broken up by simple puzzles and a few tedious tasks.

Opportunities for exploration are limited; sometimes you can (and have to) smash through rock walls to access secret areas that lead to some collectibles or control panels and such but you won’t really find multiple paths through stages or areas that can only be accessed by certain characters and/or team combinations. The game also tries to mix things up with some extremely simple puzzles; these generally involve smashing something, usually a generator, activating a console to open a door, or pushing something big to activate bridges, open doors, or reach new areas. Stages are super linear but there’s a helpful mini map on screen at all times to point you in the right direction and you can look up your current objectives with a press of the ‘Back’ button but, while missions are split into three sub-missions at a time, the game’s monotony is made all the more frustrating by a serious lack of checkpoints. While you can’t pick anything up to refill your health, it will automatically refill once all onscreen enemies have been defeated and, if an ally is knocked out, you can revive them by pressing B. You can select from two difficulty settings (Normal and Hard) which, obviously make the game’s enemies a bit tougher and what-not but it can be extremely aggravating to get knee-deep into a mission only to have your health drained to nothing by instant-kill laser traps. Some stages are full of environmental hazards like this, such as flames and spikes from the floor and large statues that come to life as you progress through rooms. Other missions also prove unnecessarily frustrating, such as forcing you to clear out all onscreen enemies in a time limit (bizarrely without an onscreen timer to gauge your progress), rescue hostages, defend John Stewart/Green Lantern while health-sapping debris and waves of enemies attack you, avoid enemy-spawning search lights, smash engines or generators while avoiding missile-shooting turrets, or push forklift trucks to avoid being taken out by snipers.

Graphics and Sound:
I should stress here that I haven’t ever seen the cartoon that Young Justice: Legacy is based on but the game opts to use a variation of cel-shaded graphics to recreate the look of its source material and, for the most part, this works…unless you’re watching the game’s cutscenes. When playing the game, thanks to the skewed, top-down perspective, the lack of detail and rigidity of the character models isn’t as noticeable since you’re so focused on combat and the perspective is quite zoomed out but, when the game tells its story, characters are all very flat and kind of resemble lifeless puppets more often than not. While the main characters look fine for what they need to be, the enemies aren’t so great; you’ll fight the same goons and robots over and over, which all gets very monotonous very quickly.

Character models are okay but environments and cutscenes are a bit bland and stilted.

Environments are surprisingly big considering how linear and empty they are; there’s usually a lot of open room to manoeuvre and you’re rarely forced to fight down boring, narrow grey corridors. You’ll visit places like Siberia, Santa Prisca, Gotham City, and battle on LexCorp hovercrafts, all of which provide a decent amount of visual variety to the game. It’s just a shame, then, that there’s very little opportunity to explore; you can go off the beaten path but will often find only a dead end or useless boxes to smash, and there’s no opportunities to platform or utilise specific character powers outside of combat. At one point, Edward Nygma/The Riddler challenges you to solve a light-based puzzle in a neon-drenched sewer system-made-funhouse, which is quite a unique area, but there’s really not that much on display here to keep you that engaged, which only adds to the game’s repetitiveness. The music and sound effects are equally bland but, while the game appears to utilise the same voice cast from the cartoon, this is actually to its detriment; characters will spout the same quips and lines over and over again and I was about ready to snap the disc in half after hearing Dick Grayson/Nightwing moan about being “whelmed” all the damn time!

Enemies and Bosses:
A slew of generic goons will dog your progress in every mission. After playing through the first stage, you’ll basically have encountered every enemy the game has to offer as they simply get swapped out with different character models in each mission. You’ll battle teleporting, sword-wielding members of the League of Shadows, a variety of robots (Spider Bots and larger, more humanoid robots being the most common), Bane and David Hyde/Black Manta’s mercenaries, and the Riddler’s baton and shotgun-wielding goons throughout the game’s story. Things get interesting in the game’s final missions, where you’ll battle a larger mech, fight against mummies, and come up against gigantic statues that deal massive damage and get jumped by an assortment of enemies in enclosed areas.

Cheshire and Sportsmaster require a hit-and-run strategy to whittle down.

Each mission culminates in a boss fight against at least one member of the supervillain cabal known as The Light; the first mission ends with you battling Jade Nguyen/Cheshire, who teleports around the arena in a puff of smoke and throws projectiles your way but, while she’s the toughest enemy you’ll have faced at that point, she leaves herself wide open for an attack when she pauses to setup an explosive device and isn’t too difficult to whittle down as long as you keep moving, attacking, and reviving as necessary. This strategy basically applies to every boss but will become abundantly clear when you battle the second boss, Lawrence “Crusher” Crock/Sportsmaster. Sportsmaster is accompanied by a seemingly endless supply of goons, all of whom cause a massive headache when you’re trying to dodge Sprotsmaster’s health-sapping spinning and charge attacks. Thankfully, though, these enemies are finite and, if you quickly take them all out, you can focus on battling Sportsmaster using hit-and-run and ranged attacks.

Many of the bosses cannot be attacked directly and must be stunned first.

In Siberia, you’ll fight Crystal Frost/Killer Frost as Spider Bots attack you; Frost can’t be attacked head-on as she hides atop an ice column and blasts ice attacks at you, so you need to destroy her platform to knock her down and then beat on her before she can build a new one. Cameron Mahkent/Icicle Jr. takes over the ice-based duties for the next boss battle, where he teams up with Sportsmaster. You can utilise the same tactics to take out Sportsmaster and it’s best to focus on one enemy at a time; Icicle Jr. is different from Killer Frost in that he can freeze you and encases himself in an ice sphere that refills his health. After defeating them, you’re faced with a harrowing mission where you must battle through rooms of annoying enemies with no checkpoints and no refillable health as Clark Kent/Superman holds back an incoming avalanche, which was one of the most aggravating parts of the game on my first playthrough. Afterwards, in Santa Prisca, you’ll battle against Bane who, again, requires a little more strategy; when pumped full of Venom, Bane is invincible and you need to lure him into charging the nearby columns to stun him. He also busts out a big ground pound attack and can bash your brains in if you get too close for too long, so again it’s best to hit and run and use ranged attacks to whittle him down.

While you can bypass Black Manta, Psimon and Riddler require a more hands-on approach.

Next up, you’ll have a tough battle where you must disable Black Manta’s submarine; the game doesn’t make it massively clear how you do this but basically you have to fight off Black Manta’s goons and push these red bars near the large generators to overload his sub, all while avoiding his instant-kill lasers by taking advantage of the big metal shields that rotate around the arena. After that, you’ll fight Black Manta himself; make sure you avoid his massive eye beams but don’t worry about fighting him or his goons as you can simply attack and destroy the shield generators to end the fight that way. While at Haly’s Circus, you’ll have to fight through waves of enemies in a mini gauntlet before battling with Doctor Simon Jones/Psimon, who spawns in mirror versions of your team (who seem to randomly stun and defeat you without really landing any attacks) and then rains massive red energy lasers into the arena but if you simply mash the attack button, he’ll go down pretty easily. Finally, you’ll have to do battle with the Riddler, who randomly spawns bombs, poison gas, goons, and other hazards into the arena. To defeat the Riddler, simply ignore everything and attack and destroy the panels on his big circus-wheel-thing in perhaps the game’s easiest (if tedious) boss battle.

The final boss battle just goes on and on and even contains a game-breaking glitch!

The game ends with a gruelling and aggravating multi-stage fight against Klarion Bleak/Klarion the Witch Boy, Mark Desmond/Blockbuster, and the eldritch beast known as Tiamat. While Klarion and Blockbuster aren’t too difficult to best (simply lure Blockbuster into Klarion’s meteor attack to stun him and then beat on him until he goes down), the fight against Tiamat feels like it’s never-ending! In the first phase, he blasts the arena with water attacks that will basically kill you in one or two hits and he can only be damaged when he dips down into the water. In the second phase, he shoots a massive mouth laser at you and tries to swipe and squash you with his claws and fists; after avoiding his attacks, pummel the limb with everything you have until his health is drained. In Tiamat’s final phase, he flies about above you and comes crashing to the ground, unleashing a devastating series of attacks that will leave you “whelmed” in seconds. The only way to damage him is to attack the minions that spawn into the arena; after defeating two, you’ll build up your Hero Boost and you must unleash your Squad Boost to damage Tiamat, and then attack him immediately afterwards to whittle him down even more. This is easily the most frustrating boss battle in the entire game because of how tough Tiamat is; make sure to bring a healer like Zantanna Zatara or M’Gann M’orzz/Miss Martian or else you’re gonna have a bad time but be warned as there’s an almost-game-breaking glitch in this fight that can see the enemies stop spawning in, leaving you unable to finish the fight and forcing you to quit the game and try again but, thankfully, there are save points between each phase of this finale.

Power-Ups and Bonuses:
As you defeat enemies, you’ll gain experience points (XP) that will cause you to level-up; each character has different statistics that affect how much health, power, and energy that have and levelling-up allows you to increase the power and range of each character’s superpowers. You can also find crates in stages and earn “Hero Points”, which can be spent on Wayne Industries upgrades, two of which can be equipped to each character after being purchased and will increase your melee or weapon attacks, energy consumption, and a host of other stats. Thankfully, these Hero Points seem to be shared amongst every character; so, if you have ten Hero Points, you can spend them upgrading Tim Drake/Robin’s superpowers and then switch out to Kaldur’ahm/Aqualad and spend the same ten Hero Points upgrading him, too. Sadly, though, there are no pick-ups on offer; yes, you can pick up and throw boxes and barrels and such, but you can’t pick up weapons or power-ups during gameplay, making smashing all those boxes pretty pointless.

Additional Features:
Young Justice: Legacy comes with forty-eight Achievements for you to earn; many of these pop simply by playing the main campaign and defeating a certain number of enemies, the game’s bosses, and finishing the game on Normal or Hard. You can also snag some G by destroying crates, finding collectibles, or playing the game in co-up but there are also some stage-specific Achievements, such as avoiding searchlights in the Gotham City docks and solving a puzzle in a certain way. Every stage in the game has a few collectibles to find; these include dioramas, additional costumes for the game’s characters, and journals left behind by Roy Harper/Red Arrow. Playing through the campaign on Normal and Hard will see you unlocking additional characters, which is always nice, and there are four additional characters available to purchase as downloadable content if you like the sort of thing. Also on offer are an array of challenges; while these can only be played in single-player, these will pit you against ten waves of enemies that progress in difficulty, or have you battling against a time limit and you’ll unlock additional challenges and stages by playing the story mode. You can also view character biographies, concept art, and take part in a quiz that will test your knowledge of the cartoon to earn points.

The Summary:
I wasn’t expecting much from Young Justice: Legacy except some mindless, arcade-style beat-‘em-up action; I’ve played team-based, top-down fighters like this before and been perfectly satisfied with them but I have to say that this game is just a repetitive, tedious, aggravating experience from start to finish. There’s a decent amount of characters on offer and some of them have more appeal than others, but they all essentially play exactly the same way. Since they lack character-specific super moves, you may as well just pick anyone and it’s ridiculous how you can just run past enemies to progress or simply look away from the screen and mash the X button to win. There’s very little actual skill or intelligence needed for this game, which would be fine if it was actually fun but it really isn’t; it’s dull and down-right infuriating at times, with some bland bosses, linear and empty stages, and very little incentive to replay the game beyond mopping up any missed Achievements.

My Rating:

Rating: 1 out of 5.

Terrible

Have you ever played Young Justice: Legacy? If so, what did you think to it? What character and team combination was your favourite? What did you think to the combat and gameplay and which of the game’s missions and bosses was your favourite? Were you a fan of the cartoon and, if so, do you think the game did a good job of recreating the action and energy of the show? Would you like to see more videogames based on Young Justice and/or the Teen Titans? Feel free to share your thoughts on Young Justice: Legacy, and Young Justice, down in the comments.

Game Corner [Crossover Crisis]: Injustice: Gods Among Us (Xbox 360)


In April 1985, the first issue of the ground-breaking Crisis on Infinite Earths (Wolfman, et al, 1986) released and saw the temporary destruction of the “Multiverse”. To celebrate this momentous event, I’m discussing multiversal crossovers all throughout April in an event I dubbed “Crossover Crisis”.


Released: 16 April 2013
Developer: NetherRealm Studios
Also Available For: Arcade, Mobile, PC, PlayStation 3, PlayStation 4, PlayStation 5, PlayStation Vita, Xbox One and Xbox Series One X/S (Backwards Compatible), Wii U

The Background:
When it was first released, Mortal Kombat (Midway, 1992) was a phenomenal success for Midway because of its focus on gore and violence, and it offered some real competition for Street Fighter II: The World Warrior (Capcom, 1991) in arcades and on home consoles. For a time, the series seemed unstoppable during the 2D era of gaming but struggled to find a footing in the emerging 3D fighter arena and Mortal Kombat seemed to be in jeopardy after Midway went bankrupt in 2010. The main reason for this was the poor reception of Mortal Kombat vs. DC Universe (Midway Games, 2008), the first collaboration between Midway’s Mortal Kombat and the DC Comics characters owned by Warner Bros. Interactive, which was hampered by age-related restrictions. Luckily, Warner Bros. Interactive stepped in and the team, now rebranded to NetherRealm Studios, immediately set about getting their violent franchise back on track; Mortal Kombat (NetherRealm Studios, 2011) was subsequently very well-received for its “back to basics” approach and, bolstered by the reboot’s success and eager to take advantage of the vast library of characters of their parent company, NetherRealm Studios sought to expand upon the game’s mechanics with a new, all-DC brawler. Although the game wasn’t as bloody and violent as its sister series, Injustice: Gods Among Us was a massive critical and commercial success that was followed up by not only a bunch of additional fighters and skins added as downloadable content (DLC) but also a sequel in 2017 and a critically-acclaimed comic book series.

The Plot:
In an alternate reality, Clark Kent/Superman has become a tyrant and established a new world order after the Joker tricked him into killing Lois Lane before destroying Metropolis with a nuclear bomb. In an effort to stop him, Bruce Wayne/Batman summons counterparts of the Justice League’s members from another universe to join his insurgency and end the totalitarian regime that threatens to subjugate the entire world.

Gameplay:
Just like Mortal Kombat, Injustice: Gods Among Us is a 2.5D fighting game; however, this time you’re able to select one of twenty-four characters from the DC Universe and battle it out in the game’s single-player story mode, one-on-one against another player or computer-controlled opponent (both on- and offline), tackle numerous arcade-style ladders, or take on character-specific missions in Scientific and Technological Advanced Research Laboratories (S.T.A.R. Labs) training scenarios. Just as you’d expect from a Mortal Kombat videogame, Injustice’s fights take place in a best-of-three format (although there are no longer announcements or screen text between each round) and against a time limit, though you can alter these settings (and many others, such as the game’s difficulty) to your heart’s desire in the game’s options to suit your playstyle. If you’ve played the Mortal Kombat reboot then you’ll be immediately familiar with this game’s fighting mechanics and controls, although there are subtle differences: X, Y, and A are assigned to light, medium, and heavy strikes, for example, and may be either punches, kicks, or weapon-based melee attacks depending on which character you’re playing as. You can still grapple and throw your opponent with the Left Bumper (or X and Y and a directional input), dash towards or away from the opponent with a double tap of the directional pad (D-Pad), but now you must hold back on the D-Pad while standing or crouching to block, which can make blocking a bit trickier as sometimes you’ll simply walk or dash backwards when trying to block. If your opponent is crouch-blocking, you can land an attack by pressing towards and A for an Overhead Attack, and string together light, medium, and heavy attacks with directional inputs and your various special moves to pull off quick and easy combos.

Attack with strikes, grapples, and combos to pummel a number of DC’s most recognisable characters.

As is the standard for NetherRealm Studios’ releases these days, you can practise the game’s controls and mechanics as often as you like and take part in a very user-friendly tutorial to learn the basics of the game’s simple, but increasingly complex, fighting mechanics. You can also view your character’s moves, combos, special attacks, and “Character Power” from the pause menu at any time, allowing you to also see a range of information (such as where and how to pull of certain moves, the damage they inflict, and frame data). Each character has a range of special attacks that are unique to them; these mostly consist of certain projectiles or grapples and strikes but can also include various buffs for your character or to slow down your opponent. Each character also has a specific Character Power that is performed by pressing B; this sees Batman summon and attack with a swarm of bats, Oliver Queen/Green Arrow fire different trick arrows at his opponent, Doctor Harleen Quinzel/Harley Quinn gain various random buffs, and allows characters like Diana Prince/Wonder Woman and Rachel Roth/Raven to switch between different fighting styles and thus access different special attacks. While some Character Powers have a cool-down period, others don’t, but they can also be detrimental to you; for example, Slade Wilson/Deathstroke can briefly give his shots perfect aim but, once the Character Power is expended, he’ll miss every shot until it refills. Another new addition to the game is the annoying “Wager” system; when the Super Meter is filled up by two bars, you can press towards and RT when blocking an attack to play a quick mini game where you and your opponent select how much of your Super Meter to gamble. If you win, you’ll regain some health; if you lose, the opponent regains health; and if you tie then you both lose. Personally, if find these “Clash Breakers” even more annoying than the usual “Breakers” seen in the modern Mortal Kombat games as I never win them and they generally just unnecessarily prolong a fight (and, even worse, there’s no option to turn them off).

Different characters attack and interact in different ways according to their strengths.

In a bridge between the differing character movesets of Mortal Kombat and the “Variation” mechanic seen in Mortal Kombat X (NetherRealm Studios, 2013), Injustice features a limited “Class” system whereby characters are split into two camps: Gadget- or Power-class characters. Gadget characters are generally smaller, faster, and rely on various tricks and weapons in fights while Power-class characters are typically bigger, often slower, and rely more on brute strength. One of the main ways you’ll notice the difference between playing as, say, Barry Allen/The Flash and Cyrus Gold/Solomon Grundy is that they interact with the game’s fighting stages in different ways. As in Mortal Kombat X, you can press the Right Bumper when indicated to use (or attack your opponent with) various environmental hazards, such as firing missiles at them or knocking them into the background. But, whereas Superman will wrench a car out of the air and slam it on his opponent, someone like Dick Grayson/Nightwing will rig the same car to explode or somersault off the environment to get behind their foe rather than try to crush them with a wall. As you might naturally expect, there are no Fatalities or gruesome finishing moves in Injustice (not even “Heroic Brutalities”). However, when your Super Meter is full, you can still press LT and RT together to pull off a devastating Super Move; while you won’t see bones breaking and organs shattering like in Mortal Kombat’s X-Ray Moves, it’s still pretty fun to see Hal Jordan/Green Lantern transport his opponent to Oa to pummel them with his constructs, Ares shower his foe with arrows and stamp on them while grown to gigantic proportions, Arthur Curry/Aquaman force his enemy into the jaws of a ferocious shark, and Bane demolish his opposition with a series of throws and grapples, culminating in his iconic backbreaker.

In addition to powerful Super moves, you can bash your foe into new areas using stage transitions.

Another way the game separates itself from Mortal Kombat is stage transitions; when near the far edge of certain stages, you can hold back and A to wallop your opponent through the wall or off into the background where they’ll be smashed up, down, or across to an entirely new area of the stage which often allows more stage interactions and new stage transitions available for your use. You might wonder exactly how someone like Louise Lincoln/Killer Frost can survive being blasting through the brick walls of Wayne Manor or go toe-to-toe with the likes of Doomsday but the game’s entertaining story mode explains that, on this alternative world, the tyrant-like Superman has developed special pills that bestow superhuman strength and dexterity to his generals. As is also the standard in NetherRealm’s titles, the story mode is broken down into twelve character-specific chapters, which is again a great way to experience a wide variety of the game’s roster (though Batman does feature as a playable character in two chapters, which seems a bit lazy). You can replay any chapter and fight you’ve cleared at any time, which is great, and skip through the cutscenes after they’ve loaded a bit, and the story mode isn’t all constant fighting either as you’re asked to pull off a handful of quick-time events (QTEs) at various points, such as blasting cars with Superman’s heat vision. The story is a fairly standard multiverse tale of the main canon heroes fighting against their corrupted or misled counterparts but it’s pretty fun and easy to blast through in no time at all.

Fight to earn XP and level-up, unlock additional perks and modes, and take on a series of challenges.

Every time you win a fight, you’ll earn experience points (XP) that will eventually level-up your character profile. This, and performing a certain number of specific attacks, playing through the story mode, and tackling the game’s other modes and mechanics, unlocks icons and backgrounds for your profile card as well as additional skins in certain circumstances. You’ll also be awarded “Armour Keys” and “Access Cards” to spend in the “Archives”, which allows you to unlock concept art, music, more skins, and certain boosts that will increase how much XP you earn, to name just one example. Like in Mortal Kombat, you can also take on ten opponents in arcade ladders in the “Battle” mode; these range from the basic tournament-style ladder to specific challenges against heroes, villains, or battling while poisoned, injured, or with certain buffs (such as a constantly full Super Meter or health falling from the sky). We’d see a similar system be incorporated into the “Towers” modes in later Mortal Kombat games and similar scenarios exist here, such as a survival mode, battling two opponents, or being forced to fight against the computer set to the hardest difficulty.

Graphics and Sound:
Like its violent sister-series, Injustice looks fantastic; there’s almost no difference between the high-quality story mode cutscenes and the in-fight graphics (which, again, makes it all the more frustrating that NetherRealm Studios insist on having character’s endings represented by partially-animated artwork and voiceovers), though it has to be said that the graphics are much more palatable when in a violent fight. I say this purely because I am not a big fan of some of Injustice’s character designs: The Flash looks a bit too “busy”, for example, and Batman’s suit (and cowl, especially) look really janky to me, though I love the representation of Green Lantern and Thaal Sinestro.

In addition to various intros, outros, and Wager dialogue, characters also take on battle damage.

Each character gets a nice little fitting intro and outro for each fight and, between rounds, will perform and quip a variety of taunts to the opponent. In a nice little touch, different character skins get different intros and outros; when playing as the evil Superman, for example, he enters and exits the fight differently to his more heroic counterpart. When playing as different skins, like John Stewart or Hank Henshaw/Cyborg Superman, you’ll also be treated to slightly different dialogue and animations, which is a much-appreciated touch on the developer’s part. Although there aren’t any character-specific interactions in the intros, there are during the Wager cutscenes and, even better, both characters and the arenas will accrue battle damage as the fight progresses! This means that you’ll not only see Selina Kyle/Catwoman’s cat suit rip and her skin be blemished by bruises and blood but arenas will degenerate or change around you the more damage you dish out, which can also allow different intractable options to become available to you.

Stages include a range of recognisable DC locations and take damage as you fight.

Speaking of the stages, Injustice really goes above and beyond to make the best use of the DC license; while it’s a little disappointing to see Arkham Asylum and Wayne Manor feature twice in the game, they are made distinctive by having Joker-ised and night-time variants, respectively (and also being clearly modelled after, and featuring cameos by, the Batman: Arkham (Rocksteady Studios/Various, 2009 to 2015) videogames and villains). Additionally, the use of stage transitions really helps to add a whole new dimension to combat, with some stages featuring more than others (or even none at all), to help ensure that every fight can be a little different. Stages also feature a bevy of other little cameos and DC references, such as the Fortress of Solitude being clearly modelled after Superman (Donner, 1978) while also featuring a portal to the Phantom Zone and a cameo from Starro the Conqueror. Similarly, J’onn J’onnz/Martian Manhunter floats in the background of the Watchtower space station, Floyd Lawton/Deadshot is just hanging out at Stryker’s prison, and Amazons are preparing a boat to launch on Themyscira. Every single stage has a number of intractable elements and changes as you fight, cause damage, or smash foes around, with Gotham City being my favourite as you can battle on the roof with the Bat-Signal and then down to the grimy streets below and then blast your foe back up to the roof using a nearby truck!

Enemies and Bosses:
Injustice helpfully separates its character-selection screen into heroes (on the left) and villains (on the right) but, despite their different alignments (and that their loyalties change due to the multiverse shenanigans of the story), every single one of them will be an enemy of yours at some point as you play through the story, Battles, S.T.A.R. Labs missions, and on- or offline. Consequently, it’s worth keeping track of which character suits your playstyle as some have easier combos and special moves to pull off compared to others, or more useful Super Moves and Character Powers.

Play as, and against, the game’s characters to learn their strengths, weaknesses, and skills.

Additionally, the Class system should also be factored in; Lex Luthor, Doomsday, and Solomon Gundy may be powerful and capable of gaining armour to tank through attacks but they’re also a lot slower on their feet and with their jumps. Superman and Shiera Hall/Hawkgirl are much faster Power-class characters but can also have their own drawbacks at times depending on your playstyle (Superman’s Character Power, for example, simply powers up his attacks rather than being a more offensive move like, say, Areas being able to conjure massive magical weapons). Personally, I tend to lean more towards Gadget-based characters, like Nightwing (who can switch between using quick batons or a longer bo staff to attack) or Green Arrow (whose arrows and bow allow for both ranged attacks and blindingly fast melee attacks).

Take on the corrupted Superman and banish him to the Phantom Zone for his crimes!

Unlike Mortal Kombat, Injustice doesn’t really feature any secret or hidden fights or unplayable sub-bosses or boss characters; the story mode and basic arcade ladder culminates in a battle against the corrupted Superman that is a far fairer and more competitive fight compared to the finales of NetherRealm’s recent Mortal Kombat games. While Superman is definitely a bit more of an aggressive foe, even on the game’s easiest difficulty, he doesn’t gain inexplicable armour, can be stunned, and doesn’t deal ungodly amounts of damage or spam his attacks like a cheap bitch. Additionally, he doesn’t transform into some monstrous final form and, instead, the final battle is a far better use of the skills you’ve built up through regular gameplay rather than forcing you to resort to cheap tactics and tricks.

Power-Ups and Bonuses:
Because it lacks a “Test Your Luck” mode and “Kombat Kodes” for multiplayer fights, there aren’t really any in-game power-ups available to you outside of the various status effects seen in the Battle mode. As before, though, some characters can gain in-game buffs with their special attacks and Character Powers: Lex Luthor, for example, can erect a shield, Doomsday can cover himself in impenetrable armour for a brief period, and Solomon Grundy slows time down and drains his opponent’s health with his swamp gas. However, you’ll earn yourself additional XP if you mix up your fighting style and take advantage of stage interactions and transitions, which will allow you to unlock further customisation options for your profile card, and you can also earn additional skins and rewards by playing and linking up to the mobile version of the game.

Additional Features:
There are fifty Achievements up for grabs in Injustice, with three of which being directly tied to the story mode (50- and 100% completion and succeeding at all of the QTE mini games). Others are tied to the game’s online modes, levelling-up to specific levels, customising your profile card, and finishing Classic Battle with one (and every) character. There are also some character-specific Achievements on offer, including performing every character’s Super Move or a ten-hit combat and winning a fight using only arrows as Green Arrow, or landing at least twelve shots without missing as Deathstroke. Batman is the only character to have two specific Achievements tied to him, though, as you’ll get some G for winning a match using all of his special moves and his Super Moves and for defeating every villain as him. Another standard of NetherRealm Studios is their addition of further skins and characters through DLC; you can get skins to play as John Stewart, Cyborg Superman, and the Flashpoint (Johns, et al, 2011) Batman, among others, and they’re all easily applicable when selecting a character (no need for extraneous “Gear” here).

Injustice included some surprising DLC fighters; even Scorpion showed up!

While the game’s DLC characters have no additional Achievements tied to them, Injustice included some fun and interesting extra fighters; Lobo, General Dru-Zod (who also sports his Man of Steel (Snyder, 2013) look as a skin), Barbara Gordon/Batgirl, Zatanna Zatara, and the Martian Manhunter were all great choices to add to the roster and it was nice to see NetherRealm Studios exercise a little restraint and not overload the DLC with additional Batman characters. By far the most exciting DLC fighter was the inclusion of Scorpion, who sports a Jim Lee redesign and began a trend of DC and Mortal Kombat characters appearing in each other’s games. When you’ve had enough of the story mode and regular battle options, you can take the fight online in a series of matches; here; you can participate in ranked and unranked fights and “King of the Hill” tournaments where you watch other players fight until it’s your turn and bet on who’s going to win. The S.T.A.R. Labs missions will also keep us offline, solo players occupied for some time; these are expanded upon when you download the DLC fighters, which is much appreciated and, similar to Mortal Kombat’s “Challenge Tower” mode, basically serve as extended tutorials for each of the game’s characters. You’ll take on ten character-specific missions, with each one getting a little bit of text and maybe a picture to set the context of the mission, and these range from performing certain combos or attacks, winning fights, or completing tricky challenges (such as guiding Catwoman’s cat through laser trip wires, avoiding damage or debris, or racing against Superman).

The Summary:
Injustice: Gods Among Us is a far better marriage of Mortal Kombat and DC Comics than Mortal Kombat vs. DC Universe and a fantastic expansion of the gameplay mechanics and features NetherRealm Studios revitalised their violent fighting game series with in Mortal Kombat (2009). While Injustice is obviously not as gory or violent as its sister-series, that doesn’t make it any less fun and it’s still a very brutal fighter; the Super Moves, especially, and certain character’s outros (such as the Joker’s) are definitely in the Mortal Kombat mould. With gorgeous in-game graphics, a fantastic amount of variety thanks to all of the character’s different special attacks and gameplay mechanics and the stage transitions, and a simple to learn, easy to master fighting system, Injustice is an extremely enjoyable game for anyone who’s a fan of either franchise or fighting games in general. The story is a breeze to get through (thought it is essentially every basic multiverse story ever told in comics) and nicely varied with some QTE sequences; the S.T.A.R. Labs missions and different arcade ladders are much more enjoyable and challenging than in its sister-series and there are plenty of character options, variety, and unlockables to keep you busy. Best of all, the game isn’t bogged down by endless grinding to unlock Gear, skins, or other perks and is a much more user-friendly and accessible fighting game, and overall experience, than its sequel.

My Rating:

Rating: 4 out of 5.

Great Stuff

Were you a fan of Injustice: Gods Among Us? What did you think to it as a blend of Mortal Kombat and DC Comics? What were your thoughts on the game’s story and its depiction of a parallel world terrorised by a corrupted Superman? Which of the game’s fighters was your favourite and why? Did you buy the base game and all the DLC packs separately or did you pick up the Ultimate Edition when it released later? What did you think to the additional DLC characters and skins? Were there any characters or features missing from the game for you? Which DC Comics videogame, movie, comic, or other piece of media is your favourite? Are you a fan of multiverse stories and crossovers? Whatever you think about Injustice, leave a comment down below and be sure to check back in next Wednesday for more Crossover Crisis content!

Game Corner: WWE Legends of WrestleMania (Xbox 360)

Released: 20 March 2009
Developer: Yuke’s
Also Available For: Mobile and PlayStation 3

The Background:
On March 31st, 1985, Vince McMahon changed the face of the wrestling landscape forever by bringing together the biggest names in wrestling (alongside a number of celebrity guests) for the very first WrestleMania, a pay-per-view extravaganza that became the hottest event of the calendar year for World Wrestling Entertainment (WWE). The WWE has a long and storied history with videogames that can be traced all the way back to the very first videogame ever produced baring the initials of their previous moniker of the World Wrestling Federation (WWF), MicroLeague Wrestling (MicroLeague/Various, 1987). A number of releases made their way to various home consoles and even arcades over the years, with the format slowly evolving to include more and more wrestlers and match types, but the WWE’s foray into digital entertainment largely hit its stride in the late-nineties when Asmik Ace Entertainment, AKI Corporation, and THQ joined forces to produce popular titles for the Nintendo 64 and Yuke’s took their first tentative steps into the SmackDown sub-series (2000 to 2003). Many of the games produced during this time and by these developers are considered to be some of the best wrestling games ever made and, by 2009, the WWE was represented by the multi-platform SmackDown vs. Raw series (Yuke’s, 2004 to 2011), a series which was largely regarded as mostly hit and miss in terms of value for money and year-on-year improvements. Still, the series was profitable enough to convince Yuke’s to attempt a few additional WWE videogames, with Legends of WrestleMania being one of them; pushed intro production to coincide with WrestleMania 25, and focused far more on nostalgia and giving players the chance to relive and redefine some of the company’s biggest moments, Legends of WrestleMania was met with largely lacklustre reviews that took issue with its presentation and control mechanics.

The Plot:
Take control of a WWE Legend and relive some of the biggest WrestleMania moments of all time, such as Hulk Hogan’s legendary clash with Andre the Giant and Bret “Hitman” Hart’s bloody showdown with “Stone Cold” Steve Austin, or rewrite and redefine history by playing these matches, and others that never took place, from the perspective of the loser (or another WWE superstar).

Gameplay:
WWE Legends of WrestleMania is a wrestling title that gives players the chance to select from a roster of thirty-eight WWE Legends and pit them against each other in a series of matches, many of which will be immediately familiar to fans of the WWE or anyone who’s played one of Yuke’s WWE videogames before. Unlike many of the SmackDown! videogames, the focus here is much more on fast-paced, arcade-style action rather than simulating a real-life wrestling match, which has both positive and negative impacts on the gameplay. Players can move their Legend using either the left analogue stick or the directional pad (D-pad); having grown up playing the likes of WWF No Mercy (Asmik Ace Entertainment/AKI Corporation, 2000), I generally prefer to use the D-pad for these games (and most fighting games) as it feels more intuitive, but there’s little benefits from favouring one or the other. You can double tap towards or away from your opponent to run, but I had extremely minimal success with this; in most WWE games, running is mapped to one of the shoulder buttons, making it quick and easy to use, but that’s not that case here so the majority of my matches were slower, clunkier affairs as a result.

Gameplay is heavily based around QTEs and button mashing.

You can throw a strike at your opponent with X; land a few in quick succession to perform a simple combo or hold X to charge up a powerful strike, with both knocking them to the mat and leaving them prone for a leg or elbow drop or other ground-based offense. Grappling is performed with A; again, you can either tap it for a quick, weak grapple, or hold it for a stronger grapple, and use a directional input in conjunction with A to perform different moves (though your move pool is quite limited). As you attack and mix up your offense, you’ll build up a “Chain Meter”; as it reaches three different levels, you’ll gain access to more powerful grapples, with your finisher being unlocked at Level 3 and performed by pressing X and A together. Successfully landing attacks drains your opponent’s health meter and weakens them for either a pin or submission; submission moves are generally locked in when the opponent’s on the mat and see you mashing buttons to wear your opponent down, or you can pin them with B. If either of these things happen to you, you’ll need to mash buttons or full a circular meter to hit a small target in order to stave of the attack or kick out of the pin attempt.

While reversals can be tricky to pull off, finishers are a matter of hitting onscreen button prompts.

You’ll need to mix and match your offense in order to build up your Chain Meter (though simply mashing X can work just as well), and you can sacrifice a chunk of it by taunting with B and Y and gaining temporary buffs. This can all be a little clunky but it generally works quite well; what doesn’t work quite as well is the game’s reversal system. Rather than map counters to a shoulder button, WWE Legends of WrestleMania has them performed by pressing away from your opponent and Y or holding Y to block. I found this to be incredibly unreliable, as my Legend would often just step backwards or even run away, and I really don’t understand why this wasn’t just mapped to the Right Bumper. Unlike the majority of other wrestling games, WWE Legends of WrestleMania heavily relies on button mashing, button inputs, and quick-time events (QTES); you can’t even Irish Whip your opponent without a QTE flashing on the screen and many of the event matches in the WrestleMania Tour mode start, or are punctuated by, QTE sequences that see you mashing or hitting buttons in a test of strength, chain grapple, and other similar sequences. This also extends to the finishers; after pressing X and A, you’ll need to hit the QTE prompts to land your finisher sequence and do the maximum amount of damage, which is certainly unique but it comes at the cost of severely limiting the amount of finishers available in create-a-wrestler mode

There’s not much to differentiate the wrestlers but managers add a little spice to the matches.

Contrary to other wrestling videogames; there isn’t really a weight class or detection system in WWE Legends of WrestleMania; playing as King Kong Bundy is largely the same as playing as Shawn Michaels, but there are some notable exceptions. For example, while Mr. Perfect can body slam and lift the likes of Yokozuna without issue, some Legends are noticeably more nimble than others and some superheavyweights struggle with climbing cage walls and are limited in their aerial offense. Some wrestling games like to lump their roster into categories and assign them abilities that play to their strengths, but that isn’t the case here so the majority of the roster’s differences are reflected in their move pool: Jimmy “Superfly” Snuka isn’t going to be quite as technically adept as Ric Flair but it’s not as though the Undertaker exhibits any supernatural abilities that other big men, such as the Big Boss Man, have. One major aspect of the game is the presence of managers; the likes of Paul Bearer and “The Mouth of the South” Jimmy Hart can accompany Legends to the ring and can interfere on your behalf at the cost of your current Chain Level, which makes them super useful when they’re in your corner and quite the hindrance when they’re in your opponent’s.

All the standard match types are available, with plenty of button mashing and QTEs sprinkled about.

Wrestling matches have all the standard options you might expect; you can set the difficulty level of the CPU in the options, manipulating the computer’s use of strikes and reversals and such, and customise win conditions (such as turning pin falls and disqualifications on or off and changing the amount of time you can spend outside of the ring). There’s also a number of additional match types on offer that will be recognisable to fans of wrestling games, with most featuring a twist in the game’s new engine and mechanics that mostly boil down to button mashing. You’ll need to mash buttons to either escape from, or prevent your opponent from escaping, a cage or break up a pin fall in a tag team match, for example. Similarly, you’ll find finishers disabled in the Royal Rumble match (there aren’t even special Royal Rumble finishers like in other games) and you’ll instead have to mash buttons to try and force your opponent out of the ring or save yourself from elimination. These components are less prominent in Hell in a Cell and ladder matches, however; you can start Hell in a Cell on top of the structure, which is a nice touch, and can throw your opponent through the cage wall or down to the ring using environmental grapples. Ladder matches are actually much more enjoyable than in other wrestling games I’ve played; you pick up a ladder (or any weapon) by double tapping B and a helpful glowing target shows you where to set it up and climbing and retrieving a championship belt is quite simple compared to other wrestling titles. Retrieving a weapon from under the ring can be a little trickier, though, as can utilising the ringside area or battling into the crowd or up the aisleway, as it requires you to hit A in specific areas around the arena, which can be difficult thanks to the janky controls. You’ll also find such staples as Iron Man matches and Last Man Standing matches on offer here, which are fun ways of mixing up the gameplay, but there’s nothing to really set the game’s matches or gameplay apart from other wrestling titles and very few of these appear in WrestleMania Tour.

WrestleMania Tour sees your reliving, rewriting, and redefining classic matches.

Speaking of which, you’ll be given three single-player options here: “Relive” (where you recreate specific WrestleMania matches), “Rewrite” (where you tackle other WrestleMania matches from the perspective of the historical loser), and “Redefine” (which features unique “dream matches”). Each of these matches is proceeded by a short hype package that features clips from real-life wrestlers and the matches and feud between the competitors, and you’ll be given a series of optional objectives to fulfil in order to earn points. These range from performing a certain number of attacks, grapples, counters, and finishers, winning the match, performing taunts, winning pre-match sequences, and more specific environmental situations (such as winning Chain Grapple sequences, slamming your opponent through an announce table, or grappling up near the entrance). Earning points fills a meter and, once it fills high enough, you’ll earn a medal that will award you with unlockable match types, attires, and more. There’s nothing to gain from playing WrestleMania Tour on anything other than the easiest difficulty, with the computer’s abilities completely neutered in your favour, beyond personal pride so you may as well manipulate the game’s settings to make things easier for you. This mode is also probably the best part of the game as it lets you recreate some iconic WrestleMania moments and matches, and meeting the objectives can be fun, but things quickly get quite frustrating if you’re trying to earn all the medals and monotony sets in quite fast as there’s not much variety in terms of the match types (there are no multi-man matches in this mode, for example) beyond the odd cage or ladder match and you can completely ignore the objectives if you like since winning is all that really matters.

Graphics and Sound:
Wrestling games can be a bit hit and miss when it comes to their graphics, especially with their in-game character models. WWE Legends of WrestleMania favours a slightly exaggerated, action figure-like aesthetic for its Legends, which is typically common when bringing the WWE’s old school superstars to life, and for the most part this actually looks a lot better than in some of the SmackDown! titles. This is primarily because WWE Legends of WrestleMania is largely consistent with its presentation, rather than fluctuating wildly between hyper realistic and massively off-model. Notably, however, you won’t find any female Legends or superstars on offer here, and there’s no on-screen referee either, which is a pretty big step back for me.

While character models look pretty good, the camera and arenas leave a lot to be desired.

The number of arenas on offer isn’t exactly much to shout about either. There’s very little variety on offer as you can only fight in WrestleMania arenas; there is a Royal Rumble arena, however, (and ironically you can only ever fight a Royal Rumble match in this arena) but there’s no Raw, SmackDown!, or other pay-per-view arenas on offer. The crowds are as sub-standard as ever, sporting signs and attire tied to their favourite superstars and parting to allow you to fight over the barricade (though essentially acting as barriers to keep you enclosed), but entrances have been a bit neutered. The game does offer the old-school gondola entrances, which is kind of cool, and recreates the old-school name plates and presentation of the pre- and early-“Attitude Era” of the WWE. Unfortunately, however, the presentation does take a bit of getting used to; the camera is very zoomed in, meaning that your Legends take up a lot of screen space and this can make it a little difficult to be fully aware of your surroundings. The camera is prone to wild swings and odd positioning, which is very annoying, and there’s a noticeable delay between button presses and executing grapples, making for a much more deliberate and slower pace to the game. Though I eventually learned to live with these niggling problems, it did take me a while to adjust to the presentation and gameplay style of the game.

Video clips add some historical context but the commentary continues to be mundane and predictable.

The inclusion of video clips and real-world footage adds to the drama and intrigue of the WrestleMania Tour mode, but these are nothing you haven’t really seen before in a wrestling title. The same goes for the entrance videos and music, which is all pretty much as you’d expect (with a few inconsistencies here and there, such as the Big Boss Man utilising his Attitude Era theme), and this extends to the in-game commentary. Provided by the legendary duo of Jim Ross and Jerry “The King” Lawler, the commentary is basically exactly the same as in the SmackDown! series, though there are some specific new sound clips added in to refer to the game’s roster and the rivalries on offer in WrestleMania Tour. I don’t play these games for in-depth commentary or crowd reactions but even I was astounded by how cheap and lazy these aspects were here. The same can be said of the create-a-wrestler options, which offers clothing, body, and hair options all ripped straight from the SmackDown! games but actually have less to offer in some respects: there’s less naming options available, less moves, less finishers, and even less clothing options as everything is geared towards meeting the old-school aesthetic and altered gameplay mechanics of the title.

Enemies and Bosses:
Being a wrestling title, every single in-game Legend is potentially your enemy; however, as mentioned, it’s not really necessary to play as or fight against each of the game’s roster in order to learn their strengths and weaknesses. Once you’ve played as and against a couple of the Legends, you’ve pretty much experienced all of the variety the game’s conflicts have to offer; your biggest hurdle will be getting the timing of the weird reversal system down, but you can circumnavigate this by just attacking your opponent head-on with strikes and landing strong grapples as and when they unlock. Guys like Bam Bam Bigelow might look big and intimidating, and the Honky Tonk Man might be the ultimate opportunist, but it’s not like you have to worry about character-specific abilities so what works against one will work against all as long as you can hit the QTE prompts when your opponent does get the drop on you.

Meeting objectives is pretty simple until Steve Austin butts heads with the Rock.

In the Relive portion of WrestleMania Tour, you’ll have to battle against specific opponents in recreations or classic WrestleMania matches; this means you’re forced into assuming the role of the historical victor, or loser, of specific matches. One of the most recurring playable characters in this mode is, of course, Hulk Hogan, who must take on King Kong Bundy in a steel cage, and Andre the Giant and the Ultimate Warrior in recreations of their iconic matches. As long as you win your matches, you’re fine, but you’ll need to meet a certain amount of objectives to earn your medal; this includes stuff like kicking out of a pin attempt, causing the opponent to bleed, or winning with a specific move. As you play through these matches, the amount and difficulty of the objectives will increase; I first noticed them becoming more complex in the classic clash between Steve Austin and Bret Hart, which requires you to attack Austin’s leg five times, fight into the crowd, utilise a steel chair, and win with the Sharpshooter but the difficulty severely ramps up for Relive’s final match. This is a recreation of Austin’s WrestleMania XV bout against the Rock; to achieve this medal, you need to meet every single objective, which can be extremely laborious as one of your objectives is reversing the Rock Bottom, to say nothing of all of the many environmental grapples you need to hit on the outside of the ring. I definitely recommend turning the game’s difficulty level and sliders all the way down in your favour and making liberal use of the health regeneration taunt to increase your chances in this match.

Objectives get even simpler in Rewrite and Redefine, meaning the medals are pretty simple to earn.

In Rewrite, you tackle different WrestleMania matches in the role of the historical loser and must fulfil different objectives in order to change history. Since you’re rewriting the outcome of these matches, these objectives are far less demanding and start off as simple stuff like performing and reversing grapples, taunting, and hitting a finisher and don’t really get more complex than landing more attacks, performing more taunts, maybe making the opponent bleed, and performing multiple finishers and reversals. Honestly, these matches were an absolute breeze, with even Bret and Shawn’s infamous WrestleMania XII Iron Man match providing little challenge beyond a ten-minute time limit. This carries over to Redefine, though the matches and competitors at least have a little more variety; here, you can pick which Legends you want to play as and will witness the likes of Andre and Giant and Big John Studd in a Hell in a Cell match and Mr. Perfect and the Big Boss Man in a ladder match. Redefine culminates with a dead simple no disqualification match between the Undertaker and King Kong Bundy that might have a lot of objectives but they’re nothing compared to the Austin/Rock match (boiling down to stuff like hitting five moves in a row at the start, two top rope moves, three reversals and taunts, and two finishers, which is still laborious but nowhere near as frustrating as in that aforementioned match).

Power-Ups and Bonuses:
There are a few options available to you during matches to help turn the tide in your favour; you can toss your opponent to the outside of the ring and interact with the steel steps, announce tables, and barricades to deal more damage to your opponent and, when your opponent is positioned correctly, pull weapons out from under the ring to bust them open or beat them down. When near the aisleway, you can clunkily force them up to the entrance way where there are often other environmental grapple points on offer that let you choke your opponent with wires, toss them into the stage dressing, and even make use of a drum kit but there’s no backstage brawling here. As your Chain Meter builds up, you gain access to taunts that can provide you with temporary buffs; these include regenerating your health, upping your speed and durability, and making reversals easier to pull off for a limited time. Managers can also provide many of the same temporary buffs and also attack or distract your opponent to give you the edge in matches, though utilising these will cost you part of your meter so you’re often asked to pick between receiving a temporary buff or earning your finisher.

Additional Features:
There are a mere nineteen Achievements on offer in WWE Legends of WrestleMania, which is astoundingly low for a wrestling title. Achievements are primarily tied to obtaining medals in WrestleMania Tour or making and using a created wrestler but you can also earn them by winning matches using only grapples or with other specific moves. Sadly, in a game featuring so many WWE Legends, there aren’t more fun or notable Achievements; for example, you can use Hogan to slam Andre all you like in the WrestleMania III arena but it won’t pop a “Unstoppable Force” Achievement. As you play, however, your win/loss record and other statistics are recorded in the “Hall of Fame”, which is good for the statisticians out there, but there’s no way to compete for championships outside of the WrestleMania Tour mode, no create-a-pay-per-view mode, general manager mode, or even WWE Universe mode so you’re basically limited to exhibition matches and the WrestleMania Tour. Well, not entirely; there is also the “Legend Killer” mode. Here, you use a created wrestler to take on six tiers, comprised of ten back-to-back singles matches and culminating in a showdown with one of six WrestleMania Legends. You’ll earn experience points (EXP) by winning matches, and even more for mixing and matching your gameplay style as you play, which you can spend upgrading your created wrestler’s attributes and earning more Achievements. The create-a-wrestler mode is basically the same as in the SmackDown! series, including many of the same hair and clothing options as in those games and you can also fully customise their entrance or even create a tag team, though there’s very little incentive without a Universe mode. While there’s no downloadable content on offer here, you can transfer basically the entire male roster of WWE SmackDown vs. Raw 2009 (Yuke’s, 2008) if you have a save file for that game on your system, which greatly expands the amount of moves and finishers available to you. While this is a cool feature, and something I wish WWE games would implement more often, it doesn’t equate to much more than adding modern superstars to the roster (which really doesn’t mean all that much as you can’t play as them in WrestleMania Tour).

The Summary:
I do enjoy a bit of a wrestling title, and quickly and easily nabbing a few Achievements, and as a big wrestling fan I enjoy revisiting some of the classic wrestlers of the past but WWE Legends of WrestleMania is a quite a bare-bones title. You can see everything the game has to offer in an hour or so and plough through the main story campaign in an afternoon; the Legend Killer mode might take a little longer but it’s hardly going to take up all your time and attention like a General Manager or Universe mode. The gameplay is a bit jarring at first thanks to the odd camera perspective and the plodding, clunky, QTE-heavy nature of the mechanics, but pretty easy to master and, before long, you’ll be winning matches in no time at all, meaning the game quickly gets boring. Yes, there’s a few other match types on offer but there’s little incentive to play these as you can’t compete for belts and I can’t imagine it’s that much fun to play against other human opponents, either. The create-a-wrestler is more lacklustre than ever and there’s a strange lack of focus on guys like the Undertaker, and some notable omissions from the roster (neither Kane nor Mankind are available, for example), though the ability to transfer the roster from WWE SmackDown vs. Raw 2009 is a neat touch. Ultimately, it’s not bad if you pick it up cheap but probably not really worth keeping in your collection once you’ve mined all of the Achievements. I appreciate the developers trying something a little different but this clearly isn’t a Triple-A title and is really only for fans of the rock ‘n’ wrestling era of the then-WWF. If you’re really in the mood for an arcade style wrestling game from around this time, you’d potentially be better off playing something like WWE All Stars (THQ San Diego, 2011).

My Rating:

Rating: 2 out of 5.

Could Be Better

Are you a fan of WWE Legends of WrestleMania? Did you like that the developers actually tried to do something a little different with this release or did the dumbed down gameplay put you off? Which of WrestleMania Tour’s matches was your favourite and did you ever achieve Legend Killer status? What did you think to the finisher system and the abundance of QTEs? How did you find the create-a-wrestler mode and were you disappointed by the lack of WWE Universe in this title? Were there any classic WWE superstars you felt were missing from the game and which of the available Legends was your go-to character? How are you celebrating WrestleMania’s anniversary this year and what’s your favourite WrestleMania moment? Drop your thoughts below by signing up or leave a comment on my social media to let me know what you think about WWE Legends of WrestleMania and check back for more wrestling content throughout the year.

Mini Game Corner [Mario Month]: Super Mario Land 2: 6 Golden Coins (Nintendo 3DS)


So, for no better reason than “Mar.10” resembling Mario’s name, March 10th is widely regarded as being “Mario Day”, a day to celebrate Nintendo’s portly plumber, an overalls-wearing mascot who literally changed the videogame industry forever and shaped the home console market of the nineties. To commemorate Mario Day this year, March is once again “Mario Month” and I am spending every Thursday of this month celebrating everyone’s favourite Koopa-flattening plumber.


Released: 29 September 2011
Originally Released: 21 October 1992
Original Developer: Nintendo R&D1
Also Available For: Game Boy

A Brief Background:
After Super Mario Land (ibid, 1989), a launch title for Nintendo’s influential Game Boy handheld console, sold over 18 million copies, and given the rising success of the Super Mario franchise, a sequel was all-but-inevitable. Spearheaded once again by Gunpei Yokoi, the man behind the Game Boy, development of the sequel began in November 1991 and was eventually geared towards capturing the same feel and tone as Super Mario World (Nintendo EAD, 1990). Super Mario Land 2: 6 Golden Coins continued the trend of the Mario Land sub-series of introducing new antagonists into the franchise with the creation of my favourite Mario character, Wario. Mario’s evil doppelgänger was created by director Hiroji Kiyotake and born out of the development team’s disdain for working on a franchise they didn’t help create; nevertheless, Wario not only subsequently took over the Mario Land series and became a popular character in his own right but Super Mario Land 2: 6 Golden Coins was released to rave reviews, sold over 11 million copies, is largely considered one of the best Game Boy titles, and was eventually released on the Nintendo 3DS Virtual Console, which is the version I’ll be looking at today.

The Review:
Super Mario Land 2: 6 Golden Coins is a 2D, sidescrolling action/platformer; rather than the linear format of the previous title, the sequel incorporates a world map similar to the ones seen in Super Mario Bros. 3 (ibid, 1988) and Super Mario World and allows players to pick and choose the stages they challenge once they get past the opening tutorial level. While Super Mario Land was an extremely basic and simplistic title, Super Mario Land 2 looks and feels much more like its later 8- and 16-bit counterparts thanks to much bigger, far more detailed graphics, an overworld map, and has far more to do and see throughout the game (the game is so much bigger than its predecessor that it includes a battery back-up save feature, allowing you to have three different save files at once). Functionally, though, Mario controls exactly the same; players can run by holding B, jump with A, and perform a spinning jump by holding down on the directional pad (D-pad) while jumping, which allows Mario to smash or pop goodies out of blocks when standing on top of them. Mario is a little more slippery this time around but it’s nowhere near as bad as in Super Mario Bros. (ibid, 1983) and he has just enough weight to him to make him crisp and responsive. As you should expect from a Mario title, Mario can grab a Super Mushroom to become Super Mario; this allows him to take a hit without dying, destroy certain blocks, and perform the spin jump. You can also grab an “M” bag to earn more Coins and a Star to become invincible; while you can still die from bottomless pits and certain hazards, defeating five enemies in a row (and every one thereafter) will also award you with an extra life in this form.

Gameplay is mixed up with some quirky mechanics sprinkled throughout.

While he no longer has his cool little vehicles from the last game, Mario does get some cool power-ups this time around: the bouncy Superball is gone, replaced with the traditional Fire Flower (which, honestly, is the power-up you should favour at every opportunity) and Mario can now grab a Carrot to become Bunny Mario. This gives him bunny ears and allows you to float through the air by rapidly tapping A, though Mario descends slowly over time so it’s best to get a good run up or jump from a high ledge. Sadly, there are no vehicles to pilot this time around so players must rapidly tap A to swim when under water rather than piloting a submarine. You won’t have to try too hard to find and accumulate extra lives, though, as you can earn them by collecting Hearts (found in blocks and/or won in bonus stages), defeating 100 enemies (helpfully tracked in the game’s heads-up display (HUD)), or defeating five enemies in a row while invincible. Of course, you’ll have to contend with a time limit and many bottomless pits along the way but you can hit bells part-way through stages to create a checkpoint in case the worst happens. For the most part, the game controls and plays like a traditional Mario title; this means you’ll be doing a lot of jumping, travelling through pipes, and hopping on enemy’s heads. Gameplay is mixed up a bit, though, by frequent instances of water (though mostly in the Turtle Zone), forcing you to jump across platforms above an endless void (particularly seen in Tree Zone, which also has you using sticky sap to avoid spikes and pits), or navigate disappearing/reappearing blocks in Pumpkin Zone. You’ll also ride on a fair amount of moving platforms or cross vast chasms in bubbles but probably the most unique Zone is Space Zone, which features both an autoscrolling section, a unique sprite for Mario, and much lighter gravity that allows you to jump far higher and stay in the air indefinitely by holding down A.

Super Mario Land 2 is much bigger and better than its predecessor.

Super Mario Land 2 is divided into six stages, now called “Zones”, each of which has at least one “Special Area” that can be accessed by finding a hidden exit within one of the Zone’s stages. You’ll also be able to visit a couple of different courses and areas from the overworld to grab a healthy supply of Coins, stock up on power-ups or extra lives, and access other Zones. Zones can be tackled in any order but, since some have more stages and are more difficult than others, you might want to plan out your gameplay accordingly and tackle some of the shorter, easier stages first. After clearing each of the six Zones, you’ll acquire one of the titular Golden Coins; get all six and you can enter the game’s final area, which is devoid of enemies but full of traps and tricky obstacles and leads directly to the final confrontation with Wario. Compared to its predecessor, Super Mario Land 2 is a quantum leap forward in terms of graphics and presentation; it’s still a basic title (it is a Game Boy game, after all) but sprites and backgrounds are so much bigger, far more detailed, and world’s beyond the simplistic aesthetic of the first game. It’s actually mind boggling to me how much of an improvement the game is in such a short space of time; the first game was like a super scaled down version of Super Mario Bros. and it worked for what it was but this is like a small-scale version of Super Mario Bros. 3 or Super Mario World, featuring far more stages, much more variety, and is far bigger, allowing players to pick and choose the order of the Zones and how they play, with many of the mechanics and features of this game bleeding over into Wario’s spin-offs.

The graphics are much bigger and more detailed, with variety and fun being the order of the day.

While Super Mario Land 2 doesn’t really feature a scoring system, Coins still serve a purpose in that Mario can use them in certain areas of the overworld to buy extra lives and power-ups. If you exit each stage using the upper exit, you’ll get to play either a claw machine or a circuit mini game that can also net you these same rewards, allowing you to earn many extra lives very quickly. Unlike the previous game, though, there’s no harder game mode to be unlocked; once you’ve beaten the game, all that’s left to do is reload your save file to find any hidden exists and areas you’ve missed or start the game over from the beginning again. When playing the 3DS version of the game, you can, of course, make liberal use of the save state feature to make the game an absolute breeze, which is always  a helpful and appreciated feature. Bigger sprites means bigger hit boxes, which can be an issue, and the game does noticeably slow down when there are a lot of sprites onscreen at once (which isn’t something I can say for the first game) but I can forgive that for the sheer amount of detail and variety on offer. In Super Mario Land, background details were sparse and limited but, here, each Zone feels big, unique, and full of quirky little gimmicks and elements. Turtle Zone sees you exploring a submarine before venturing into the belly of a giant whale, for example, while Macro Zone has you travelling through a house from the garden to the inside and up to the bedroom/library all while shrunk down to a size that makes everyday household objects seem far bigger. Pumpkin Zone also stands out, being the now-traditional haunted house/Boo stage of the game and featuring a lot of clever lighting and graphical details. Even the overworld is bustling with life; you see a dark, ominous storm cloud over Wario’s Castle (and Wario himself pacing along the rooftop), the water surrounding the land constantly shifts, and Mario can even get literally sucked into some of the Zones. The game’s music is also much improved, featuring a catchy main theme, unique tunes for the Zones and boss battles, and just being much more memorable and lively compared to its predecessor.

Some bosses require a little more strategy to take them down.

Super Mario Land 2 also features a wide assortment of enemies, including (as you might expect) the return of several series staples such as Goombas (who also come in a winged variant), Boos, Koopa Troopas (whose shells you can now use to smash blocks and defeat enemies like in the main games), Piranha Plants, Bullet Bills, and Cheep Cheeps. You’ll also encounter some new enemies, some more interesting than others: Antotto is literally just an ant, for example, but Bomubomu is a pig that fires cannonballs at you! Some of the game’s most unique enemies appear in Mario Zone and Pumpkin Zone, including J-son (whose oddly familiar hockey mask has a knife sticking out of it!), a clown-faced Jack-in-the-Box, and Kurokyura the Vampire (who throws bats (or “Minikyura” at you). You’ll also encounter a weird cow/fish hybrid in Tree Zone, an indestructible, boxing-glove-wearing shark in Turtle Zone, and giant, fireball-spewing piranha status in Wario’s Castle. Six Zones means, of course, that Mario has to defeat six bosses to retrieve the six Golden Coins and confront Wario. While there is no “instant kill” switch as seen in the previous game, none of these bosses really pose that much of a threat as long as you are packing the Fire Flower, which makes most of them an absolute joke. The first boss I fought was Turtle Zone’s Pako, a giant octopus that spits its smaller, invulnerable offspring (“Poko”) out at you as it swims across the arena. Despite taking place underwater, which limits your mobility, you can simply spam fireballs at it or bounce on its bulbous head three times without too much difficulty. Next, I took on Tree Zone’s Big Bird, which you battle in its nest at the top of the tree. As its sole method of attack is to swoop down at you, this one is also easily cheesed with the Fire Flower but it’s equally pretty simple to just jump on its head. I then fought the Witch in the final area of the Pumpkin Zone; this boss can actually be quite tricky as the Witch teleports about the screen throwing fireballs at you, which can ignite under her cauldrons and send you up into the spikes in the ceiling. I found the best strategy was to stay in the middle of the screen and spam fireballs but you can easily anticipate where she’s going to teleport in so you can jump on her head.

Wario pulls out all the stops for the game’s final, three phase boss battle.

In Mario Zone, you’ll battle the Three Little Pigs, who come at you one at a time using rolling and bouncing attacks. I can’t say too much about this one as I just tossed fireballs at them relentlessly and bounced on their heads to beat them in seconds but I can’t imagine them causing you too much trouble. Macro Zone has you battling a Sewer Rat that darts in and out from pipes and clambers all over the walls and ceilings of the arena to drop down on you; this one can be tricky because of how fast the boss is but, again, the Fire Flower will make short work of it. Finally, in Space Zone, I took on a familiar face as Tatanga, the final boss of the first game, returns for a rematch. As this battle takes place in the low gravity of the Moon, it can be tricky to dodge between Tatanga’s two energy bolts, each of which has a different attack pattern, and his tendency to stay on the top corners of the screen makes using your fireballs much more difficult. Thankfully, he also tries to dive bomb you, leaving him wide open for attack, and he’s far weaker than in the last game, going down in just three hits like every other boss in the game. Similarly, the final battle against Wario is a much grander and elaborate fair than the final boss of Super Mario Land; as if running the gauntlet of Wario’s many traps and hazards and battling multiple floating Wario faces wasn’t enough, Wario (here a much bigger, monstrous figure than usually depicted) has three phases to his boss battle. In the first, he charges and stomps around the throne room trying to squash you and causing crystal balls to fall from the ceiling. Next, he grabs a Carrot to become Bunny Wario and takes refuge at the top of the screen before dropping down onto you and, finally, he becomes Fire Wario and launches fireballs at you while also jumping at you. While you have to take on all three phases one after the other, you can grab power-ups between each one and, again, Wario is defeated in three hits each time so, while this is easily the longest and most involved boss battle in the game, it’s no mean feat.

The Summary:
Super Mario Land 2: 6 Golden Coins is a fantastic little game; it never fails to impress me how much bigger and better it is compared to its predecessor, which looks like a Game & Watch title in comparison. Super Mario Land 2 is much more like the later 8-bit Mario titles in its detail, variety, and scope, making for a game that takes up much more of your time and is thus far more enjoyable on those long car journeys. Everything from the sprites, backgrounds, and music has been brought up a notch and the game is really showing the power and potential of the Game Boy to emulate its bigger, home console counterparts. Add to that the fact that Super Mario Land 2 was one of the first Game Boy titles I owned and that it introduced my favourite Mario character, Wario, and you have a game that not only holds up really well as a solid Mario/Game Boy title but also a game that is very close to my heart. I’ve always had more affinity and appreciation from Mario’s handheld adventures and Super Mario Land 2 is largely to thank for that.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you ever play Super Mario Land 2: 6 Golden Coins on the old Game Boy brick? How do you feel it compares to the original and other Mario titles from the time? Are you a fan of Wario and would you like to see him return to prominence in the franchise? What are some of your memories/experiences with the Game Boy? Whatever your thoughts on the Game Boy and Mario’s handheld adventures, feel free to leave a comment below.

Mini Game Corner [Mario Month]: Super Mario Land (Nintendo 3DS)


So, for no better reason than “Mar.10” resembling Mario’s name, March 10th is widely regarded as being “Mario Day”, a day to celebrate Nintendo’s portly plumber, an overalls-wearing mascot who literally changed the videogame industry forever and shaped the home console market of the nineties. To commemorate Mario Day this year, March is once again “Mario Month” and I am spending every Thursday of this month celebrating everyone’s favourite Koopa-flattening plumber.


Released: 2011
Originally Released: 21 April 1989
Original Developer: Nintendo R&D1
Also Available For: Game Boy

A Brief Background:
In 1989, Nintendo were preparing to release their handheld console, the Game Boy, a machine that would go on to pretty much define portable gaming. To coincide with this release, they needed fun, appealing titles to attract players and Super Mario was the obvious candidate given how well Super Mario Bros. (Nintendo EAD, 1985) had sold some years prior. The first game in the series not to feature the input of Mario’s creator, Shigeru Miyamoto, the game was also significantly shorter and smaller than its home console counterpart. While this has been reflected in reviews, Super Mario Land sold over 18 million copies, kickstarting an entire sub-series for Nintendo’s portly plumber that was exclusive to its handheld devices. Naturally, it was eventually ported to the Nintendo 3DS Virtual Console with some minor revisions, which is the version I’ll be looking at today.

The Review:
Though functionally the same game as Super Mario Bros., there’s plenty of differences between that game and its handheld counterpart to help Super Mario Land stand out…and not all of them are good, to be honest. Like its bigger brother, Super Mario Land is a 2D sidescrolling platformer in which players control Mario as he runs, jumps, and blasts his way through four distinct Kingdoms. While the game sacrifices a lot in terms of length and graphical quality, Mario actually controls far better in his Game Boy debut than in his more famous title; for one thing, he’s far less slippery, which is a Godsend as it’s much harder to slip and randomly fall off platforms down a bottomless pits and to your death. Mario can still jump, bouncing off enemies’ heads and gaining more height and momentum as he does so and from running by holding down the B button, and he feels like he has a bit more weight to him; not enough to make him plummet like a rock like some of his contemporaries but also not so little that he goes flying off the screen. The game is simplicity in itself; you start on the left side of the screen and run and jump to the right, taking out enemies, collecting Coins for points and extra lives, and taking your chances down the game’s various pipes to find hidden areas full of these aforementioned Coins. As in pretty much all Mario games, and most videogames at the time, you’re also racing against a time limit and can protect yourself from death by bashing blocks to randomly unearth a collectable Super Mushroom, which will transform you into Super Mario.

Despite its understandable simplicity, the game’s Kingdoms are distinct and varied.

While Super Mario Land has only four stages, referred to as “Kingdoms”, it mixes up its gameplay significantly from other Mario games of the time with the inclusion of two autoscrolling shooter stages; one has you piloting the “Marine Pop”, the other the “Sky Pop”, a cute little submarine and bi-plane, respectively. While autoscrolling stages can be a pain in the ass, and it easy to get crushed to death if you don’t blast blocks quickly enough, these are actually quite fun and it’s just a shame that the developers didn’t program a couple more stages like these in there to help keep things interesting. Additionally, rather than jump atop a flagpole at the end of each Kingdom, Mario exits each stage by entering a doorway; if you direct him to the top exit, you’ll be taken to a Bonus Game where you can earn anywhere between one and three extra lives or a power-up by stopping the fast-moving ladders. Extra lives are rather plentiful overall, to be honest, meaning you generally have an abundance of chances to tackle the games more troublesome and difficult sections, which usually involve making a few tricky jumps over an endless void, jumping to moving platforms, and using rolling boulders to safely cross spiked platforms.

Mario’s new vehicles really help to spice up Mario’s classic platforming action.


As you explore and bop blocks through the game’s Kingdoms, you’ll collect a number of Coins; collect one hundred and you’ll be awarded with an extra life, which can also be found sporadically throughout the game (this time in the form of a heart). Mario’s chief power-up in this game is the Superball, which allows him to toss a projectile similar to the Fire Flower but with the added bonus of the Superball bouncing around the screen to damage multiple enemies and even collect Coins, though you can only ever throw  one at a time. If you take a hit while holding a Superball, you’ll revert right back to little Mario, but you can also grab Stars for a temporary period of invincibility. Unlike other Mario games of the time, you cannot play as Luigi or any character other than Mario; as a result, the primary additional features you’ll find in this game are the aforementioned autoscrolling and bonus stages. However, after you beat the game for the first time, you’ll unlock a “Hard Mode” that adds additional enemies to the game’s Kingdoms and, after clearing that mode, you’ll unlock a stage select feature. Otherwise, the 3DS version also allows you to create one save state to dramatically reduce the game’s difficulty and challenge (I remember owning this game as a kid and never being able to clear the Easton Kingdom but, thanks to the 3DS’s save feature, I beat the game in about an hour without really trying that hard).

The game renders its many familiar and unique enemies as best as possible.

Given that it was a launch title for the Game Boy, a handheld console not exactly known for being the most powerful or graphically interesting amongst its peers despite its immense popularity, it’s important to set your expectations quite low for Super Mario Land. Graphics are painfully simple and monochromatic, with Mario helpfully standing out thanks to his iconic cap and moustache as, without these, he may as well have just been Mr. Game & Watch. The game’s enemies, for all their variety, don’t exactly fare much better but, thankfully, the bosses are much bigger and more indicative of the superior sequel. Similarly, while each of the game’s four Kingdoms feels distinct, they’re not exactly teeming with detail; most opt for a plain, empty background with some simple elements (pyramids, mountains, clouds, Easter Island-like heads and the like) and an abundance of blocks, platforms, and pipes. As you progress through each Kingdom, the stages take on more distinctive and detailed environments, such as exploring inside a pyramid, with hieroglyphics etched into the background layer, or traversing the block-and-platform-ample mountaintops of the Chai Kingdom. The game also separates itself from its bigger brother by having a mostly unique soundtrack; some familiar Mario tunes are present but, for the most part, Hirokazu Tanaka’s music is distinctive enough if a little off-brand for what the franchise was known for at the time. Super Mario Land also features around thirty different enemies, most of which are distinct to each of the game’s four Kingdoms and many of which return from, or are directly inspired by, enemies encountered in the bigger, better Mario titles. As such, you’ll be stomping on Goomba heads, blasting Piranha Plants as they pop out of pipes, and knocking Bullet Bills out of the air but will run into a devious little trap after smacking a Koopa Trooper as their shells now explode a few seconds after they are defeated!

Bosses might look tough but they’re easy to get past if you don’t feel like fighting them.

As mentioned, each Kingdom features their own distinct enemies: you’ll encounter spear-throwing Bunbuns and fireball-spitting Gaos in the Birabuto Kingdom; a variety of skeletal fish and fireball-spitting aquatic enemies in the Muda Kingdom; spiders and sentiment rocks and Easter Island heads in the Easton Kingdom; and zombie-like Pionpi, deadly chickens, and relentless bi-planes in the Chai Kingdom. Each Kingdom concludes in a boss battle that is, in essence, the same as battling Bowser in Super Mario Bros. but much more varied: you’ll encounter a fireball-spitting, jumping sphinx-like lion, a large, fireball-spewing seahorse, and a rock-throwing sentient Easter Island head rock monster. Regardless of the arena or differing environment or the attacks the bosses use, your tactics pretty much stay the same until the final showdown with Tatanga: avoid their projectiles and either blast at them with Superballs or dodge behind them to take them out with a switch at the cost of some bonus points. You’ll battle Tatanga in the Sky Pop but, before you can fight him, you’ll have to take out Biokinton, a chicken-throwing cloud that bounces around the screen. Afterwards, Tatanga rises into the sky, incessantly firing cannonballs from his Pagosu warship. While easily the toughest boss of the game, Tatanga’s shots are easy to avoid once you spot their pattern and, while he can absorb more shots than his counterparts, he still goes down fairly easily to allow Mario to literally rocket away with the true Princess Daisy.

The Summary:
It’s easy to forget about Super Mario Land; not only is its sequel worlds better in every way but so is the far more memorable and popular Super Mario Bros. It’s a great little burst of fun and a decent enough distraction for short car journeys but it’s not really got much to it, even for a Game Boy launch title or a product of its time. Still, this was the first Mario title I ever played so I have a decent amount of nostalgia for it and finally beating it after all these years was cathartic, though I’d still rather play the sequel of one of Wario’s many spin-offs on the same console.

My Rating:

Rating: 2 out of 5.

Could Be Better

What are your memories of Super Mario Land, if any? How do you feel it holds up compared to Super Mario Bros. or the other Mario Game Boy titles? What was your first ever Game Boy title and which is your favourite? Whatever your thoughts on Super Mario Land, Mario, and or the Game Boy in general, feel free to leave a comment below.

Game Corner [Mario Month]: Super Mario Odyssey (Nintendo Switch)


So, for no better reason than “Mar.10” resembling Mario’s name, March 10th is widely regarded as being “Mario Day”, a day to celebrate Nintendo’s portly plumber, an overalls-wearing mascot who literally changed the videogame industry forever and shaped the home console market of the nineties. To commemorate Mario Day this year, March is once again “Mario Month” and I am spending every Thursday of this month celebrating everyone’s favourite Koopa-flattening plumber.


Released: 27 October 2017
Developer: Nintendo EPD

The Background:
After the videogame industry crumbled under the weight of numerous overpriced consoles and lacklustre titles, Nintendo basically single-handedly rebuilt the industry with the blockbuster success of Super Mario Bros. (Nintendo EAD, 1985) and, following the “Console Wars” of the mid-nineties, Nintendo and their portly plumber continued to be an innovative and reliable staple of the videogame industry. On 3 March 2017, Nintendo struck again with their first high-definition console, the Nintendo Switch, an inventive little machine that could be played on the go or “docked” to play on televisions, with gamers using detachable “Joy-Cons” (with the usual motion control trappings Nintendo is now known for) to play. Accompanying this new console was an all-new Mario title, one that was aimed squarely on Mario’s long-term fans and would emphasise dense, open-world exploration over linear gameplay. To mix things up, producer Yoshiaki Koizumi aimed to have the player travel across multiple worlds (known as “Kingdoms”) and collect Power Moons instead of Power Stars, and to bolster Mario’s move set with Cappy, a mechanic specifically designed to incorporate the Switch’s unique control schemes. Upon release, Super Mario Odyssey received critical acclaim as critics lauded the game’s addictive gameplay, and originality, and it became a best-seller for Nintendo’s powerful little system.

The Plot:
Bowser, the King of the Koopas, has once again kidnapped Princess Peach and his underlings, the Broodals, have laid waste to the Bonneteer’s Cap Kingdom. Mario teams up with a Bonneteer, Cappy, a sentient hat who joins him on his quest to power up the Odyssey airship and chase after Bowser before he can force Peach into marriage!

Gameplay:
Super Mario Odyssey is a 3D, semi-open world action/adventure with a heavy emphasis on platforming, exploration, and performing elaborate jump tricks to progress further and track down the game’s 880 (!) Power Moons. Although you only need 124 to finish the main story, and 500 to unlock every Kingdom in the game, you’ll quickly find that collecting Power Moons becomes an addictive and fun-filled adventure as you spend another ten, twenty, thirty minutes scouring the latest Kingdom for one more Power Moon. If you’ve played any of Mario’s 3D adventures before, you’ll be instantly familiar with Mario’s controls; for me, the game clearly draws inspiration from Mario’s moveset from Super Mario 64 (Nintendo EAD, 1996) and Super Mario Galaxy (Nintendo EAD Tokyo, 2007) and Mario features all of his athletic abilities from those games. Players press A or B to jump; pressing either button in consecutive order will see Mario perform a triple jump to reach higher platforms, and he can crouch with ZL to enter small spaces or perform a backflip by pressing B. If you press ZL and B while running, you’ll fly ahead with a long jump, and pressing ZL and Y in mid-air will see him dive ahead. You can also perform a ground pound to flatten enemies or uncover secrets by jumping and pressing ZL (you can even press B as Mario hits the ground to spring up for a boost jump), perform side jumps, wall jumps, pick up and throw items, and swim through water by tapping B. While you can rotate the left stick to spin around and knock back enemies, you’ll notice that Mario can no longer punch or kick enemies; instead, you need to hop on their heads to defeat them or press X/Y/flick the Joy-Con to toss Cappy at enemies.

In addition to his athletic abilities, Mario can now possess enemies using his cap!

This will allow you “capture” certain enemies; sometimes, you’ll need to knock a hat or other headwear off their heads first, and not every enemy can be captured (and you can sometimes capture inanimate objects such as boulders and trees), but this is the game’s big new mechanic. Cappy can be used to uproot posts, collect Golden Coins, activate switches, clear away poisonous gunk, open doors, smash and hit brick blocks and ? blocks, and extend Mario’s jumps by holding Y to spin it in place. However, you can capture Goombas to walk along slippery surfaces without fear (and even stack them up to reach higher areas), frogs to leap to higher platforms, a fireball to safely pass through lava, and capture a spark pylon to travel across powerlines as a bolt of electricity. You can even capture bigger creatures, such as Chain Chomps that let you bash through blocks and a Tyrannosaurus rex to barge across the landscape (though this latter puts a great strain on Cappy). Capturing Bullet Bills lets you fly across the Kingdom for a short time, as do Paragoobas (though you need to tap B to keep these aloft), while Glydons let you glide across the landscape, Cheep Cheeps let you swim without far of drowning, and Uproots let you extend up to new areas. Moe-Eyes are slow but let you see hidden platforms, Wigglers let you stretch across gaps like a xylophone, Gushens let you blast up and across the area with temporary jets of water, and you can capture Hammer Bros, Yoshi, and even Bowser in the finale! You can press ZL at any time to return to normal, and often get a jump boost at the same time, and the enemy will temporarily remain nearby if you need to capture it again, but the capture mechanic really helps to expand your abilities and is essential to solving puzzles, reaching new areas, and finding more Power Moons so be sure to toss Cappy at everything you see.

Use the map’s warps to quick travel and help hunt down those many, varied, and elusive Power Moons.

Once again, Mario’s health is measured by a pie chart; you’ll need to collect Power Moons or life hearts to replenish Mario’ health, and can temporarily extend it up to six hearts like in Super Mario Galaxy, and you can open up the map screen with the – button to read up on the Kingdom and warp around the map to the checkpoint flags you’ve activated. Mario can take three hits before failing, but the life system has been abandoned. When you fall, land in instant-death gunk, or lose all your health, Mario will lose a number of his accumulated Coins and respawn back at the last checkpoint flag. Coins are also used as in-game currency and can be spent at shops in each Kingdom to purchase additional hearts, Power Moons, and outfits for Mario to wear; each Kingdom also has its own unique currency in the form of Purple Coins that can be used to buy regional outfits, stickers, and souvenirs. If you’re having a hard time with the game, you can activate “Assist Mode” to have arrows guide you along and bounce you back after a fall, but the game really isn’t too difficult for the most part so you shouldn’t really need this as various non-playable characters (NPCs), menu screens, Cappy, and tutorials are available to keep you on track. When you reach a Kingdom, you’ll be encouraged to explore high and low for Power Moons, which you can collect multiples of without having to restart the Kingdom. Some of these are hiding in plain sight, others require a bit of wall jumping or platforming, others need you to race across or up temporary platforms (sometimes without the benefit of Cappy) against a time limit, and others are hidden underneath bridges, behind walls, or even underground and require a ground pound to spit out. You’ll also come across rabbits that need to be caught, find Captain Toad hiding out in each Kingdom, race against Koopas, open chests (sometimes having to open them in the right order), destroy blocks or pillars, enter pipes and cross spinning or moving platforms, blossom flowers, herd sheep, pace walk across arrows, and complete picture puzzles to collect additional Power Moons.

Power Moons are everywhere, and many require you to go old-school to track them down!

Power Moons can also be bought, assembled by collecting Moon Pieces, spawned by collecting musical notes against a time limit, navigating mazes, finding hidden areas using Cappy, activating scarecrows to take on timed platforming challenges, rocketing up to new areas, playing a Slots game, and clearing away snow, gunk, or enemies and blast open cages to find even more Power Moons. “P” switches will activate temporary platforms or bridges, the Switch will rumble when you’re over secrets to indicate a ground pound, and you’ll need to capture and stack up multiple Goombas to activate pressure pads. Sometimes a vulture will steal Cappy from you, meaning you’ll need to chase after it and lure it near to columns that you can raise up by ground pounding a neighbouring column to knock Cappy loose. You’ll also need to plant seeds to grow vines to reach new areas, enter pictures to warp to secret, far away areas of the game’s Kingdoms, and capture puzzle pieces to solve puzzles. Thankfully, there are no sections of the game that require the use of the Switch’s motion controls; you can even turn these off at the main menu, and the motion controls are nicely focused on giving the console a shake to boost Mario’s speed or attacks in certain situations. The story also quickly offers the choice to travel to different Kingdoms and back so you can explore and play the game at your own pace. The hunt for Power Moons will be where you’ll find the bulk of the game’s variety, as you’ll often have to capture a variety of enemies or objects or use your jumping abilities in interesting ways to clamber over the environment and find hidden areas. You can even enter the iconic Mario pipes and pop out in 2D areas that harken back to Mario’s 8-bit routes and see you hopping onto or over enemies and fireballs, traversing ledges and girders, and collecting Coins and Power Moons and bringing you out to new areas.

Graphics and Sound:
Super Mario Odyssey is easily the most colourful, charming, and graphically advanced Super Mario title I’ve played so far. As is always the case, cutscenes play out using a mixture of gibberish, limited sound bites, and subtitles but the body language of Mario, Bowser, and Peach make these perfectly adorable and there’s very little, if any, distinction between the in-game graphics and the few cinematic sequences. While there are some noticeable loading times, especially when travelling between worlds in the story mode, most of these seem to be purposely implemented as an excuse to have Cappy give players a quick rundown on Mario’s abilities as you can eventually skip these sequences with the + button. Mario, especially, looks at his very best; his cap lifts off his head when he jumps, he gets covered in ash when burned, and has a number of idle animations (falling asleep in most Kingdoms, sweating in others, or shivering when cold) and is full of life and charm, which is good as he’s the only character you’ll be playing as this time around. For a sentient cap, Cappy is surprisingly full of life as well; occasionally, he’ll hop off your head to deliver hints and his big, cartoonish eyes make him very expressive.

Each Kingdom is brought to life in stunning detail and has lots to see and do.

As you might expect from a Super Mario title, the game is full of unique and interesting locations to visit; you start off in the Cap Kingdom, which has been covered in ash from Bowser’s attacks and is full of large hat-like structures and a thick fog that masks a death pit. You’ll then travel to thirteen additional Kingdoms, each one sporting their own unique trappings, currency, and Power Moon designs; you’ll hop around waterfalls and prehistoric terrain in the Cascade Kingdom, cross a vast, scorching desert in the Sand Kingdom, and explore the depths of the coral-like Lake Kingdom in your search for Power Moons. In the Wooded Kingdom, you’ll find a great forest, dark undergrowth, and an overgrown factory while poisonous lakes and large tropical trees await you in the Lost Kingdom. You can also briefly travel to the upper atmosphere above the clouds in the Cloud Kingdom and battle Bowser’s vicious dragon in the medieval ruins of the Ruined Kingdom, brave an aggressive blizzard in the Snow Kingdom, and explore the beach at the Seaside Kingdom. Upon first visiting many of the Kingdoms, you’ll find the region in a state of chaos that must be addressed by defeating a boss; this will calm the blizzard in Snow Kingdom, for example, and restore power to Metro Kingdom.

The game’s visual style and presentation is top-notch and full of humour and colour.

Metro Kingdom is probably the area most familiar to people since it featured heavily in the game’s advertising; New Donk City is a massive city full of skyscrapers, construction sites, realistic NPCs, and numerous references to the Super Mario franchise and, more specifically, the Donkey Kong franchise (Nintendo R&D1/Various, 1981 to present). Not only does Pauline make a long-awaited return to the series but you can even race across an expanded 2D section that is a fantastic call-back to Donkey Kong (Nintendo R&D1, 1981) and many of the street names, business, and billboards directly reference characters or locations from the franchise. The Luncheon Kingdom is probably the game’s quirkiest area as it’s populated by anthropomorphic cutlery and a veritable explosion of vivid colours and giant foods, while Bower’s Kingdom is fittingly the largest and most dangerous area in the game and draws its aesthetic inspiration from Japanese temples. The finale takes place in the Moon Kingdom, where gravity is much lighter and allows you to jump much higher and fall much slower; while the surface of the Moon is a barren wasteland, you’ll find an ornate church there and battle your way through a lava-and-trap-filled cavern to reach your final confrontation with Bowser. After besting the Koopa King, you get to travel to the Mushroom Kingdom, which is both a loving recreation and an extension of the same area from Super Mario 64, featuring paintings, Toads galore, and even Power Stars replacing the Power Moons. Each area is further bolstered by remixes and recreations of classic Super Mario tracks, and even a catchy vocal tune, “Jump Up Super Star!”, by Kate Higgins.

Enemies and Bosses:
Long-time fans of the series can rejoice here as many of Mario’s most famous enemies make a return in Super Mario Odyssey, and can even be controlled thanks to Cappy; you’ll bounce off Goombas and Paragoombas, stretch across gaps as Wiggler, smash trough blocks with Chain Chomps, barge through obstacles as Chargin’ Chuck, and hop on Koopa Troopas and use their shells to smash apart blocks. There are also some new enemies to be found here, such as the Trapbeetle (which captures Cappy when he’s thrown at him and charges at you, but you can use this to clear blocks from your path), the Stairface Ogre (who tries to squash you with a giant mallet but leaves itself vulnerable and allows you to reach higher ledges), Sherms (tanks that are great fun to take control of), Pokios (needle-nosed birds that let you awkwardly climb up and across the walls of Bowser’s Kingdom), and Chinchos (mummy-like creatures that Cappy simply passes tough harmlessly). Many of these can be captured and used to your advantage, but many more will also respawn, especially if you need to capture them to progress, and while they’re all pretty goofy and simple to get around, you’ll also find them placed in precarious positions or in large numbers as the game progresses, which helps keep the game’s difficulty nicely balanced. To restore each Kingdom or solve problems for the NPCs, you’ll have to battle a few bosses; defeating these earns you a “Multi Moon” that counts as three Power Moons. Although each Kingdom features at least one boss, the game does reuse and recycle these for other Kingdoms and boss rushes, the most obvious cases being that of the Broodals.

You’ll battle the Broodals on multiple occasions, with the bouts being a bit tougher the next time around.

These mean little bunnies replace Bowser’s usual Koopalings and are each fought at three separate points throughout the game, with the battles getting tougher each time. Topper bounces around and is protected by his green top hats; you must throw Cappy at him to knock these off and avoid being hit by them as they ricochet around so you can bounce on his head. As the fight progresses, more hats come into play and Topper swings them around to try and hit you as well. Harriet’s head is protected by a spiked helmet and she tosses explosive maces at you that you can hit away with Cappy, but they leave temporary flaming puddle son the floor. When she tries to crush you with the maces on her pigtails, you can smack these back to stun her, and you can also knock her out of the air when she withdraws into her helmet by hitting the bombs she drops. Spewart protects himself by spraying poison gunk all over the place, but you can use Cappy to clean it up and stun him, and to knock him away when he retreats into his hat and leave a trail of the muck in his wake. Rango tosses his sawblade-like hat at you from afar, but you can flip them over with Cappy and use them as a trampoline to twirl onto his head; as the fight progresses, Rango tosses more hats and also hops around trying to hit you, and you’ll have to battle each of the Broodals again in Bowser’s Kingdom and in succession in a gruelling gauntlet on the Dark Side of the Moon Kingdom.

You’ll need to make use of Cappy’s capture abilities to take out the game’s large, colourful bosses.

You’ll encounter the Broodals’ mother, Madame Broode, in the Cascade Kingdom; this rotund bunny sends her golden Chain Chompkin after you, but you can easily avoid it, knock its hat off, and capture it to launch it back at her. Although she tries to swipe at you, and more hats are added to later bouts, it’s pretty easy to stay out of her way and knock her on her ass. In the Sand Kingdom, you’ll find Knucklotec, a statue-like head who tries to crush you with its fists. However, you can trick it into hitting ice so you can capture its fist and fly it right into its face, but you’ll have to watch out for the projectiles it shoots out to protect itself. Torkdrift, a large UFO, awaits in the Wooded Kingdom; luckily, there are Uproots nearby for you to capture and stretch up into Torkdrift’s glass underbelly, but you’ll have to dodge the shockwaves it sends out and the flaming lasers it fires, and smash through thick blocks to flip it over and deliver additional damage to it. After unsuccessfully trying to attack Bowser’s airship, you’ll fall into the Ruined Kingdom and face off with the Ruined Dragon, a massive beast that sends out rings of lightning; when it collapses from exhaustion, you have a brief window of opportunity to hop onto its head, remove the stakes from its skull, and ground pound its weak spot but its attacks will become more aggressive and harder to dodge as the fight goes on.

Bosses become very creative, and are made tougher when you fight them again in the Mushroom Kingdom.

The latter Kingdoms offer some of the more interesting boss battles; Metro Kingdom’s Mechwiggler clambers about on the side of a building firing energy bolts at you and charging at you through portals, but you can pilot a Sherm to blast its glowing weak spots and deal big damage to it, and you’ll have to battle two at once in the Mushroom Kingdom rematch. Similarly, you’ll need to capture a Gushen to chase after and defeat the Seaside Kingdom boss, Mollusque-Lanceur, a giant octopus that floats around the beach (or above the clouds in the rematch) firing torpedos and spiked bombs. However, he’s vulnerable on his head so you can jet after him with Y and gush water down onto him with B once you’re hovering over him. In the Luncheon Kingdom, you’ll do battle with Cookatiel in a giant stew pot; Cookatiel spits vegetables as projectiles, but also spews up a stream of vomit that you can travel up as a fireball to bounce on his head. Each of these bosses is fought again by jumping into paintings in the Mushroom Kingdom, and the battles are made harder by the presence of additional enemies and hazards, less health items, bottomless spits, and more aggressive attacks from the bosses.

Topple the Broodals’ mech, then put a beating on Bowser and take control of the Koopa King to save the day.

Before you can finally face off against Bowser, you’ll have to battle the Broodals once again, this time in a giant mech! To defeat the RoboBrood, you’ll need to avoid the bombs it throws out and capture a Pokio to hit them back at its feet, toppling it over and leaving it vulnerable for you to fling yourself up and attack each of the Broodals’ pods. The RoboBrood becomes temporarily invincible after each pod is destroyed, targets you more directly, and it gets harder to scale it with each hit as well. Bowser himself is also fought twice, once in the Cloud Kingdom and again in the Moon Kingdom (and a third time at the end of the super-hard Darker Side of the Moon Kingdom). Both times, you must toss Cappy at his top hat to flip it over and take possession of it; you must then hop over the shockwaves caused by his jumps, avoid or punch away the rocks he throws at you, and put a beating on him when he’s stunned. As the fight progresses, Bowser jumps faster, throws more projectiles, defends himself from your punches and tries to swipe at you with his tail, and spews out flames in anger, but he’s not particularly difficult to best in the main encounters. After defeating him, you’ll need to capture him to use his massive claws to escape, which is pretty fun (if harrowing because of the temporary platforms).

Power-Ups and Bonuses:
Mario’s primary power-up is his ability to capture enemies and other objects with Cappy; this allows you to leap higher, protects you from lava, activates switches, allows you to flip, fly, or travel to new areas, and is crucial to solving some of the game’s puzzles and tracking down the Power Moons. There are, however, other power-ups you can find in each Kingdom; bubbles will restore your air meter when swimming, Life-Up Hearts temporarily add three extra hits to your life meter, Keys unlock additional Power Moons, scooters and catapults will allow you to travel quickly across areas, and Rocket Flowers let Mario blast ahead, and up sharp inclines, with a burst of speed but at the cost of his manoeuvrability.

Purchase collectibles and new outfits using your Coins.

Although there are no extra life mushrooms, cap power-ups, leaves, or invincibilities in the game, you can capture Yoshi in the Mushroom Kingdom and use his flutter jump and long tongue to eat fruit, and you can also spend your Coins on stickers to adorn the Odyssey with, souvenirs to fill it with, and outfits to change Mario’s appearance. Each Kingdom has one door that is blocked to you unless you buy and wear the regional outfit, but otherwise these are purely cosmetic items to wear. However, the range of them is quite impressive: you can dress up as Doctor Mario, Luigi, Waluigi, Wario, and even Diddy Kong; wear Mario’s Hawaiian shirt, his spacesuit, and even be rendered as his polygonal model from Super Mario 64 or in blocky 8-bits. You can dress up in the Broodals’ outfits, wear Peach’s wedding dress, and even mix and match the head wear with the clothing to create bizarre combinations. Sadly, though, these are simply costumes rather than new skins and the only character you’ll ever play as is Mario, which is a shame considering Luigi was playable in Super Mario Galaxy.

Additional Features:
With nearly 900 Power Moons to collect, you’ll never be short on things to do in Super Mario Odyssey. After you defeat Bowser, you can travel to the Mushroom Kingdom to find more Power Moons (this time rendered as Power Stars), rebattle the game’s bosses, and be awarded additional Power Moons for completing Toadette’s objectives. You can also return to the previous Kingdoms to track down Princess Peach for another Power Moon and break open Moon Rocks and access tough platforming or puzzle sections for additional Power Moons, and cause even more Power Moons to be spread across each Kingdom. You can keep track of these in the – menu by reviewing your lists, and once you have powered up the Odyssey with 250 and then 500 Power Moons, you’ll unlock two new areas of the Moon Kingdom.

There’s still lots to do, find, and challenge yourself with after beating the main story.

Dark Side has you scaling a tower and battling the Broodals in a tough gauntlet with no checkpoints or health power-ups between or during the bout, and the Darker Side is home to the game’s most challenging, and frustrating, course as you must cross lava, avoiding spikes, fireballs, and all manner of hazards and obstacles in a true test of you skills. Furthermore, players can find Luigi in each Kingdom and take on the Balloon World mini game, which is basically an online version of hide-and-seek and has you racing to locate balloons and comparing your time and scores with other players. The game can also be played in a rudimentary two-player mode where one player controls Mario and the other controls a captured enemy, and you can also use Amiibos and the Switch’s snapshot feature to find additional hints or unlock costumes, respectively.

The Summary:
I was actually very surprised by how much I enjoyed Super Mario Odyssey. I had heard so much about the game since it first released, all of it nothing but praise, and it was getting to the point where the game felt a little overhyped to me. Once I got a Nintendo Switch, I knew that the game was going to be a must-have for my collection, but I was a little apprehensive as I have a bit of an odd relationship with Super Mario games. However, it didn’t take long for my worries to be completely set aside; Super Mario Odyssey harkens back to the days when games could be played in fun-filled little bursts and its addictive gameplay and eye-catching visuals make it a title that’s simple to pick up and hard as hell to put down. The game gets progressively more challenging as you progress and visit new Kingdoms, but it’s never unfair or punishing and any mishaps you might make simply come down to a mistake on your part rather than due to a janky camera or controls. Mario’s athletic prowess and the additional abilities afforded to him by Cappy mean that there is always another way, or multiple ways, to accomplish tasks, explore further, or obtain Power Moons and the sheer amount of options available to you is impressive, but never too daunting. Colourful, endlessly entertaining, and fun from start to finish, Super Mario Odyssey is a fantastic entry in the franchise; I loved the call-backs to Super Mario 64, particularly the rendition of the Mushroom Kingdom, and all the outfits available to you (though it was disappointing to only be able to play as Mario again). The Kingdoms were all fun and unique areas, finding Power Moons was a great little distraction, and the bosses were enjoyable little challenges that never outstayed their welcome. There’s something on offer here for players of all skill levels, from beginners to advanced players who fancy tackling the super-tough optional areas, and I found myself having a great time from start to finish.

My Rating:

Rating: 5 out of 5.

Fantastic

Have you every played Super Mario Odyssey ? If so, did you enjoy it and how do you think it compares to other 3D Mario titles? Which of the game’s Kingdoms was your favourite? What did you think to Cappy and the capture mechanic, and which enemy was your favourite to take possession of? Did you enjoy collecting Power Moons or were you a bit overwhelmed by the sheer amount to find? What did you think to the game’s bosses and the Broodals? Did you ever best the Dark and Darker Side of the Moon Kingdom? Which outfit was your favourite and would you have liked to see skins or other playabale characters? Whatever your thoughts on the Mario’s cap-based adventure, feel free to sign up and leave a comment below or leave a comment on my social media.