Game Corner [Zelda Day]: The Legend of Zelda: Link’s Awakening (Nintendo Switch)


On 21 February 1986, The Legend of Zelda (Nintendo EAD, 1986) was first released in Japan. The creation of legendary game designer Shigeru Miyamoto and Takashi Tezuka, The Legend of Zelda launched one of Nintendo’s most popular franchises, with its silent protagonist, Link, and his vast fantasy world of sword and sorcery not only enduring over time but constantly evolving and improving as the series progressed.


Released: 20 September 2019
Originally Released: 6 June 1993
Developer: Grezzo
Original Developer: Nintendo EAD
Also Available For: Game Boy, Game Boy Color, Nintendo 3DS Virtual Console (Original/DX release)

The Background:
As some of you may be aware, my very first introduction to the Legend of Zelda series (Nintendo EAD/Various, 1986) was with The Legend of Zelda: Link’s Awakening (ibid, 1993) on the original Game Boy. Beginning as an unsanctioned side project of programmer Kazuaki Morita and evolving from a desire to port the incredibly successful Legend of Zelda: A Link to the Past (ibid, 1991), it was genuinely impressive how the developers were able to cram so much into such a small cartridge. Link’s Awakening was critically acclaimed and is widely considered to be one of the best Game Boy titles ever released. The game received a slightly enhanced colour upgrade on the Game Boy Color in 1998, which was also received very well, but I was stunned when Nintendo announced an all-new, high definition remake for the Switch in 2019 as the game always felt like more of a cult favourite compared to other mainstream Zelda titles. The Switch remake of Link’s Awakening was spearheaded by Grezzo, the development team who had ported and enhanced Zelda’s Nintendo 64 efforts to the Nintendo 3DS, and the team immediately sought to separate the game from other Zelda titles by not only returning to the classic top-down perspective but adopting a quasi-isometric, diorama-inspired look that made the entire game appear to be constructed out of plasticine figures. Upon release, Link’s Awakening was met with glowing reviews as critics praised the visual presentation, music, and quality of life improvements; it was also the fastest-selling Switch game of 2019 and scored very highly across the board, assuring that Link’s Awakening was finally recognised as one of the best Zelda titles out there.

The Plot:
After defeating the dark wizard Ganon and rescuing Princess Zelda, Link embarks on a quest across the sea in search of enlightenment and ends up caught in a terrible storm and washing up on the shores of the mysterious Koholint Island. Link finds the island tormented by monsters who are the creation of the malevolent “Shadow Nightmares”, a dark entity who will do anything to keep the legendary Wind Fish from waking. However, Link takes up his sword and shield to oppose Nightmare, only to discover that not everything is as it seems on the all-too-familiar Koholint Island…

Gameplay:
The Legend of Zelda: Link’s Awakening is a top-down (well, more like a slightly isometric) action/adventure role-playing title in which players are placed into the familiar green hat and tunic of Link, the long-running protagonist of the series. As is the case in many Zelda titles, you can customise Link’s name at the file select screen; you get three save files (and a temporary autosave file) that you can personalise, and characters will refer to you by that name throughout the story. For those keeping track, this is the same Link who starred in A Link to the Past, making Link’s Awakening one of the rare Zelda titles to feature the same Link, and which possibly explains the many similarities between the two titles. Link begins the game with three hearts representing his health and stripped of his sword, shield, and all of his recognisable weapons but is quickly provided with his trusty shield, with is mapped to the ZR button and allows him to block incoming attacks and push through certain enemies. You’re then tasked with using the shield to head down to the beach and retrieve your sword, which is mapped to the B button; you can tap B to swipe at enemies or hold the button to charge up Link’s trademark Spin Attack, which sees him spin around in a circle and damage any nearby enemies once the button is released. Link can also pick up and throw certain items and objects (such as Cukkos and, later, pots), using the A button but he’ll need to journey to a whopping nine dungeons to retrieve the rest of his gear and further explore the mysterious Koholint Island.

After acquiring his sword, Link sets out on a new adventure fill with hijinx and dangers.

Along the way, Link will encounter a number of non-playable characters (NPCs), most of whom offer hints about where to go next, ask for specific items to be brought to them as part of the elaborate trading sequence, or comment on the events happening in the game or on the island in general. Some will actually follow you around, which becomes necessary to enter specific dungeons; a blue-hued rooster will follow you and allow you to fly over gaps to reach the Eagle’s Tower, for example, a ghost will start to follow you and eventually gift you an empty bottle, and Link’s saviour, Marin, will accompany him to move a walrus out of the way and let him access Yarna Desert. Not all NPCs are entirely harmless, though; attack Cukkos or dogs and they’ll hit you back, you’ll need to use a Chain Chomp to navigate through the Gopongo Swamp, and the shopkeeper will electrocute you to death and you’ll be branded a “THIEF” for the rest of the game if you steal from him. As mentioned, Link’s health is measured in hearts; as you explore, you may find Heart Pieces hidden in caves, buried underground, under water, or generally strewn around the environment. Collect four of these, and your maximum health will be refilled, and you’ll automatically gain an extra heart after defeating each dungeon’s Nightmare boss. Unlike a number of other Zelda games, players don’t need to worry about a magic gauge in Link’s Awakening; instead, there’s a greater emphasis on collecting Rupees, the currency in the Zelda franchise, in order to purchase additional items, objects for the trading sequence, and even collectibles such as Heart Pieces. Rupees are primarily found by slashing grass, defeating enemies, digging in the ground, and opening treasure chests and Link appears to be able to hold 9999 Rupees, so you don’t need to worry about upgrading his wallet or anything. I tend to spend my time in Zelda games furiously swiping at grass and defeating onscreen enemies, so I’m used to collecting as many Rupees as possible, but other players may find it a bit tedious, though it’s absolutely necessary if you want to progress because you need the shovel and the bow in order to access later areas and you’ll never collect everything the game has to offer without paying money for some of them first.

Koholint Island is huge and full of pick-ups, warps, NPCs, and enemies.

You can jump to the equipment subscreen at any time with the + button; here, you can view key items you’ve collected and assign two items from your inventory to the X and Y buttons, save or load your game, or flick over to the map screen (which can also be accessed with -) to plot a route to your next destination. The map is initially shrouded in fog but more of it is revealed as you explore, and you can use pins in to set reminders for yourself; Link can also review “memories” from this screen, which allow you to re-read advice from the mysterious Owl and certain previous conversations so you know where you’ve been and get some idea of where to go next. The Owl will appear in key areas across the overworld offering hints and encouragement, and you can call Ulrira in Mabe Village for further hints, but you’re basically free to explore at your leisure. You won’t be able to access certain areas without weapons or items from dungeons, though, and generally you need to tackle the dungeons in a specific order so that you can access the next, but your journey across Koholint Island eventually gets easier as you defeat the Nightmare bosses. Initially, you won’t be able to lift rocks, clear gaps, or swim, for example, but you’ll acquire the tools necessary to overcome these obstacles in the dungeons; similarly, you can activate fast travel warp points and, later, learn a song for your ocarina that will enable you to use these freely.

Dungeons are filled with puzzles, some simple like pushing blocks and others more frustrating.

Still, the game doesn’t make too much of an effort to hold your hand and it can be tricky to figure out where to go next, meaning that you have to be a little proactive to figure things out and experiment a bit. This is especially true in the game’s dungeons, which can be quite labyrinthine and see you travelling between different floors and acquiring small keys to unlock doors. Each dungeon has a compass and a map that will greatly assist with your progress; these allow you to see all possible routes and even indicate when there’s a chest or item in a room, but they’re often locked behind a series of puzzles. These may be as simple as stepping or pushing a block on a switch, pulling a pulley, pushing blocks together, or defeating all onscreen enemies but they get tougher as the game progresses. Sometimes you’ll have to defeat enemies in a specific order, or guide a pathmaker around to create temporary paths, or pick up and throw a weighted ball into columns, or toss some chess pieces in just the right way so they land in specific spots (a very frustrating mechanic, for sure). Sometimes, rooms and hidden passageways are hidden behind breakable walls (which must be exploded with bombs) or rocks (which must be lifted up) both in dungeons and on the overworld; other times, you’ll need to hunt down specific items or work through a looping maze in the right order, and you can even increase the game’s challenge by playing in “Hero” mode from the file select screen (which sees you taking twice as much damage and losing the benefit of enemies dropping hearts).

Graphics and Sound:
Honestly, screenshots do not do this game justice; the plastic figurine look used to bring this world to life is absolutely amazing and I find it such an adorable, whimsical stylistic choice that really makes everything vivid and charming to behold. The soundtrack is equally imaginative, composed primarily of woodwind instruments and flutes and such, and adds a lot of appeal to the game and even features a bit of the classic chip-tune music in the credits, which was a nice touch. You know things are kicking up a notch after Link acquires his sword and Koji Kondo’s iconic Zelda theme kicks in, but each area is brought to life as much by the music as the attractive visual style of the game and all of the characters and models are full of visual quirks and charming little animations that just make the game a joy to play and look at.

The game’s visual style and variety is charming and gorgeous, and it even includes some anime cutscenes.

Koholint Island is quite a large area for Link to explore and full of many of the usual Zelda environments and trappings; he begins in a quiet little village and journeys to a desert, a crumbling tower, a boulder-strewn mountain top, and a desolate swamp while traversing a vast field peppered with enemies, obstacles, and such sights as a graveyard, bridges, a castle, and a foggy forest. Contrary to the original title, and other top-down Zelda titles at the time, the entire overworld is connected without any screen transitions unless you enter a building or cave, which really helps speed traversal up and makes the world feel interconnected and alive. Some NPCs will relocate as the story progresses, which is fun, and you’ll often be required to take the long way around to reach some of the dungeons (especially in the first instance), though the interiors of the dungeons are often somewhat interchangeable. This isn’t always the case, of course; Bottle Grotto (fittingly) contains a lot of bottles), Catfish’s Maw and Angler’s Tunnel veer more towards water elements and puzzles, and Turtle Rock features and abundance of lava, and you’ll notice more and more maze-like elements as the difficulty of the dungeons progresses. Every dungeon also features at least one 2.5D sidescrolling area that sees you using ladders, moving platforms, and the Roc’s Feather to hop around in short platforming sections and the game is opened and ended by some beautiful (if very brief) anime cutscenes, and while there is no voice acting, sound bites and voice clips accompany both Link’s attacks and reactions and the in-game text boxes.

Enemies and Bosses:
Koholint Island is inhabited by a number of recognisable Zelda enemies and traps that will constantly try to impede Link’s quest; you’ll encounter stone-spitting Octorocs, spider-like Tektites, and annoying Zora’s will pop out of water to fire projectiles at you. Zols often appear in dungeons, with the red variants multiplying with each hit, bat-like Keese and the snake-like Ropes often appear in caves, and you’ll even encounter a number of enemies that can’t be traditionally bested. Most of your enemies can be dispatched with just one swipe of your sword, but others require a bit more strategy: the Moblins and Darknuts will defend against your attacks with their shields and must be stunned by deflecting their sword swipes, Spiny Beetles and Helmasaurs must have their rocks and masks removed to better attack them, and the Pols Voice can’t be damaged by your sword at all. Oddly, Link’s Awakening contains a number of enemies from the Super Mario franchise (Various, 1983 to present): Thwomps, Bob-ombs, Goombas, and Shy Guys are all over the place, and you’ll even come across an evil version of Kirby!

A number of mini bosses must be defeated to activate warp points ad acquire new weapons.

Each dungeon, and certain other areas in the game, features at least one mini boss; defeating these will activate a warp point in the dungeon and often leads to you acquiring the weapon or item necessary to defeating the Nightmare boss. These range from larger versions of regular enemies, such as the Moblin Chief and Armos Knight, and familiar Zelda enemies like the Master Stalfos (who must be damaged with bombs when reduced to a pile of bones) and Gohma (who can only be damaged by firing arrows into their open eyes. The most recurring of these is the golem-like Hinox, which will grapple you or throw bombs your way, but are easily defeated with your trusty sword, and you’ll sometimes have to battle more than one in the later dungeons. Often, these require a little more strategy than the average enemy; you need to jump over the Spike Roller’s spiked pole to get to him, toss bombs into the Dodongo Snakes’ mouths, and can only defeat Rover by throwing its weighted ball back at it, but you’re usually rewarded with a life-restoring fairy for your efforts (to say nothing of the extra weapons).

After a simple first boss, you’ll need to use Link’s new weapons and be adaptable to triumph.

Each dungeon contains a magical instrument that is guarded by one of eight Nightmares; often, the key to defeating the Nightmare will lie in the weapon you acquire in that dungeon, and each one gets progressively difficult as you journey on. The first boss, Moldorm, is a walk in the park: this worm-like creature randomly pulsates around the enclosed arena and can only be hurt by hitting the glowing weak spot on its tail, which will send it into a frenzy and cause it to become more and more aggressive as the fight progresses. In the Bottle Grotto, you’ll battle the clown-like Genie, who tosses fireballs at you and hides in his bottle to avoid your attacks. You’ll need to grab the bottle and throw it against the wall to crack and, eventually break it, then swipe at Genie when it becomes corporeal to finish it off. The Slime Eye at the end of Key Cavern requires use of the Pegasus Boots to split it in two so you can swipe at its eye, but the two gooey monsters will drop down from the ceiling to either land on you or stun you with a shockwave, making them tricky to land a hit on at times. The fearsome Angler Fish is fought in a 2.5D perspective and underwater, meaning that your movements are as limited as your attack options; you’ll need to swim your way past the debris it drops from the ceiling, fending off its smaller minions as you try and swipe at the glowing tendril on its head.

Bosses get increasingly tougher as the game progresses but are generally not too challenging.

Probably one of the more difficult bosses for me was the Slime Eel; this fight is complicated by a mace-like tentacle in the middle of the stage that you must jump over as you try and snag the boss’s head with your hookshot and expose its weak spot. Facade can also be a bit tricky; this gigantic face leers at you from the floor and causes tiles and pots to fly at you from all around the room and can only be damaged by placing bombs on it while watching for the holes it causes to form in the arena. When you finally manage to reach the top of Eagle’s Tower (easily one of the game’s more obtuse and annoying dungeons), you’ll battle the Evil Eagle; this giant bird hovers just out of reach and tries to skewer you with feathers, charges at you with its beak, and flaps its wings to try and force you from the platform and to the spikes below. Thankfully, it’s easy enough to shield against his attacks and toss your boomerang up at him, or fire off arrows and swipe at him as he flies past trying to attack you. The final dungeon is guarded by  Hot Head, an anthropomorphic fireball that emerges from a lava pit to blast molten rock at you, and which can only be damaged with the Magic Rod. Once you’ve blasted away its outer shell, it’ll bounce all around the arena trying to pummel you to death, but is easily finished off if you keep your wits about you.

The game’s final boss assumes many forms, with some representing the game’s toughest challenge.

Once you’ve acquired all of the magical instruments, you can scale Mount Tamaranch to play the “Ballad of the Wind Fish” on your ocarina and gain access to the Wind Fish’s Egg; however, this final dungeon is a looping maze that you’ll never be able to navigate without completing the trading sequence and acquiring the magnifying glass to read a book in the Mabe Village library that has directions to the final boss. Shadow Nightmares is easily, and fittingly, the toughest boss in the game and boasts six distinct forms: the first is a giant Zol that bounces and materialises around the arena and can only be damaged by sprinkling Magic Powder on it. Next, the boss assumes the form of Araghim from A Link to the Past and is battled in very much the same way; Araghim teleports around and fires two types of projectiles at you, one that explodes in your face and one a fireball that can be smacked back to damage him. Afterwards, the boss becomes a shadow version of Moldorm, which is a bit of a let-down, but it more than makes up for it by assuming the form of Ganon! Hands down the hardest fight in the game, Ganon twirls his trident and fires flaming bats at you before tossing his trident your way, giving you a very limited window to loop around behind him or charge into him with your sword. The next form is simply a Lanmola that cannot be damaged by your sword but only needs to be hit once with another weapon to force the boss into its final, truest form: Dethl. A large, shadow, pulsating mass sporting two mace-like tentacles, Dethl isn’t really too difficult to defeat; simply jump over its arms and fire arrows into its big green eye when it opens and the Shadow Nightmares will finally be destroyed, the Wind Fish will awaken, and Koholint Island will disappear forever.

Power-Ups and Bonuses:
As mentioned, it doesn’t take too long for Link to reacquire his traditional sword and shield, and as you progress through the game’s dungeons you’ll acquire a number of recognisable weapons and items to add to Link’s arsenal, such as the Power Bracelet to lift items (and the Powerful Bracelet to lift even larger items), the hookshot to stun enemies from a distance and cross certain gaps using stones and other specific parts of the environment, bombs to blast open walls and defeat groups of enemies, bottles to store life-restoring fairies, and an ocarina that is useful for accessing certain areas, warping across the map, and accessing the final boss.

Link can acquire some familiar weapons and even pick-up temporary power-ups.

Other pivotal items include the shovel (which is necessary for digging up collectibles), the traditional boomerang (which can only be acquired through the trading sequence), and the bow (which must be purchased). Magic Powder allows you to damage certain enemies and light fires (but becomes completely redundant once you acquire the Magic Rod), you can fire bomb arrows by equipping the bow and the bombs at the same times, the Mirror Shield lets you reflect lasers and certain projectiles, and the Roc’s Feather allows you to jump. The Pegasus Boots let you charge ahead (and can be used in conjunction with the Roc’s Feather to clear longer gaps), the flippers let you swim and dive under water, and you can sometimes find Secret Medicine to restore your health upon death. Additionally, you’ll sometimes come across temporary power-ups: the Guardian Acorn and Piece of Power will temporarily reduce the amount of damage you take and increase your attack power, respectively, which can be super useful in certain situations.

Additional Features:
There are thirty-two pieces of heart to find scattered throughout Koholint Island’s overworld, which will increase your health up to twenty hearts; sometimes you’ll dig these up or knock them out of trees, other times you can buy or find them in hidden caves or under water and such, and other times you can play for them in mini games. These include a mechanical claw game and a fishing game, both found in Mabe Village and costing you some Rupees to play; manoeuvring the claw and landing a big fish can be a bit tricky, but it’ll grant you an extra bottle, Heart Piece, ammo and Rupees, items for the trading sequence and a number of Secret Seashells. There are fifty Secret Seashells to find, and it’s well worth your time seeking them out with your shovel, lifting rocks, and exploring with your different weapons and items as they can be cashed in at the Seashell Mansion to gift you with a sensor that alerts you when they’re closer and a more powerful sword that fires out an energy beam when your hearts are full. As alluded to, there’s a lengthy trading sequence that’s necessary to acquire the boomerang and navigate to the final boss; this sees you acquiring specific key items (such as bananas, a Yoshi doll, and a magnifying lens) and bringing them to specific NPCs to swap for another item, which is a fun little distraction that gives you an excuse to talk to as many characters as possible.

Search for Seashells, switch to a new tunic, and create your own dungeons!

There are also figurines to collect and place on certain stands in houses (though I was only able to find two) and the Color Dungeon from the GameBoy Color version is also present. This optional, additional dungeon can be missed but it’s well worth your time seeking out as, once you best its enemies and puzzles, and defeat the gigantic Hardhit Beetle, you’ll be able to pick from either a blue or red runic to increase your defence or attack power, respectively (personally, I chose the red tunic as I’m a more offensive player). Finally, there’s a new addition to the game in the form of Chamber Stones; these must be brought to Dampé, who will challenge you to create custom dungeons by mixing and matching rooms, puzzles, sub-bosses, and bosses from the game’s existing dungeons. Each time you beat a regular dungeon, and Dampé’s tutorials, you’ll gain additional Chamber Stones, +Effect Panels, and collectibles and it’s quite a fun little addition since you can create your own dungeons to play through and challenge others to complete.

The Summary:
Even after all this time, I still adore The Legend of Zelda: Link’s Awakening; it was the first Zelda game I ever played and owned, and I used to enjoy playing through it on the old GameBoy brick even before I picked up the Virtual Console version of the GameBoy Color deluxe version, so I was super excited to hear that it was being completely rebuilt for the Nintendo Switch. This new version is everything the original game was but rendered in such gorgeous detail that it’s so much more than just a throwback to a simpler time of Zelda videogames; the plastic figurine aesthetic is charming and whimsical and I’d love to see it evoked for future recreations of older Zelda titles, and it may very well be the most visually appealing game I’ve played on the Nintendo Switch so far (and yes, that includes it’s bigger and more expansive cousin). It’s amazing how big Link’s Awakening is; it definitely feels like there’s more in this version of the game, but the developers didn’t add any new dungeons or areas or anything (which is a bit of a shame, to be honest). It’s just that big of a game, which just makes the original seem even more impressive in hindsight. There’s loads to do and keep you busy here, from backtracking to previous areas, to hunting down collectibles, to completing the trading sequence and, of course, tackling the game’s dungeons, and the game is just the right level of challenge; some puzzles and dungeons are trickier and tougher than others, but that’s par for the course of a Zelda title. Honestly, it’s worth picking up for the gorgeous graphical style and music as much as the engaging, classic Zelda gameplay and I can only hope that Nintendo revisit some of Link’s earlier adventures in the same way going forward.

My Rating:

Rating: 5 out of 5.

Fantastic

Have you played this new version of The Legend of Zelda: Link’s Awakening? How do you feel it compares to the original and its colourised counterpart and where would you rank it amongst all the other Zelda titles, specifically the 2D adventures? Were you a fan of the more surreal narrative elements in the game, and the difficulty and challenge it offered? Which of the dungeons and Nightmares was your most, or least, favourite? Were you able to navigate the Wind Fish’s Egg without directions? Did you ever steal from the shopkeeper? Were you able to find all of the Secret Seashells? Which Zelda game is your favourite and how are you celebrating the franchise today? Whatever your thoughts on Link’s Awakening, sign up to leave a comment below, or let me know on my social media.

Game Corner [Punisher Month]: The Punisher (PlayStation 2)


Back in February 1974, Spider-Man/Peter Parker faced a new enemy in the form of Frank Castle, the Punisher, a veteran of the Vietnam War turned bloodthirsty vigilante. The Punisher separated himself from other, traditional costumed heroes by his willingness to kill and uncompromising, suicidal one-man war on crime and what better way to celebrate the debut of this nuanced and complex character by dedicating every Tuesday of this month shining a spotlight on Marvel’s most notorious anti-hero?


Released: 16 January 2005
Developer: Volition
Also Available For: Mobile, PC, and Xbox

The Background:
After his impressive debut in the pages of The Amazing Spider-Man #129, Frank Castle/The Punisher quickly became one of Marvel’s most popular anti-heroes thanks to his tragic backstory and unwavering commitment to the eradication of crime. The Punisher has also seen some success outside of the comic books, featuring in movies, cartoons, and a number of licensed videogames. Released to coincide with the 2004 movie of the same name, The Punisher was developed by Volition, a studio purchased by THQ in 2000 and perhaps best known at the time for their work on the Red Faction (ibid, 2001; 2002). Acting as a quasi-sequel to The Punisher (Hensleigh, 2004), The Punisher saw star Thomas Jane return to voice the role but incorporated its aesthetic presentation, storyline, and characters from the comics and was subjected to numerous edits and cuts to tone down its scene of explicit violence and gore and make it financially viable for release. While the game was met with mixed reviews, it sold around one million copies and was considered a success for Volition, who would go on to develop Saints Row (Volition, 2006).

The Plot:
Having dedicated his life to the eradication of crime after losing his family to mobsters, Frank Castle has been working his way through New York City’s underworld as the Punisher. Having carved his way through the low-level street gangs and the Yakuza, he allows himself to be captured and interrogated in order to get closer to the town’s newest head gangster, the mysterious “Jigsaw”, who has a personal grudge against the Punisher.

Gameplay:
The Punisher is a third-person action shooter in which you’re placed into the iconic trenchcoat, combat trousers, and skull-shirt of Frank Castle, the titular Punisher, as he mows his way through countless thugs, lowlifes, and criminals in a one-man war on crime. Although he can’t jump, the Punisher has a number of combat and movement options available to him: he can pick up and swap weapons with the Circle button (note that, while he can dual-wield weapons, he can only hold two types of weapons at once; a smaller weapon like a pistol and a bigger weapon like a shotgun), select between his weapons by pressing down on the directional pad, fire his weapons with R1, toss grenades and other such explosives with L1, and enter a more accurate aiming mode (which is further expanded when he has a sniper rifles) by pressing in the right analogue stick.

Frank’s methods of interrogation basically amount to brutal and sadistic torture.

The Punisher can also dive ahead with a press of R2, duck and crouch walk with L2, and grab thugs and use them as a human shield with X. In this position, or when up close to enemies, you can execute them with a quick kill by pressing Square. Enemies can also be interrogated by pressing X; in this mode, you’re ask to tilt or move the left analogue stick to keep a meter in the right area long enough to “break” your victim, which will award you with hints and Style Points. As you kill enemies, rack up kill combinations, and pull off successfully interrogations, you’ll earn Style Points that can be used to upgrade the Punisher’s various skills and attributes from the main menu in Frank’s apartment. As you encounter enemies and head into fire fights, you’ll notice glowing white Punisher skulls over the heads of certain enemies; once you’ve cleared the immediate area of all other enemies, these guys will give up and you’re tasked with performing a “Special Interrogation” using various parts of the environment (drills, furnaces, shark tanks, or dangling off a ledge, for example). Once you break them, they’ll often lead you to secret areas with new weapons or cause enemies ahead of you to stand down so you can progress easier. You can kill them, but it will cost you Style Points (which can be a little confusing as you’re otherwise rewarded for killing criminals; indeed, you can kill these guys normally after breaking them and not be penalised). Other times, you’ll see a glowing gold Punisher skull in the environment, which allows you to pull off a “Special Kill” (locking a scumbag in a coffin and tossing in a grenade, for example) for additional Style Points.

Enter Slaughter Mode to make short work of your enemies but watch your fire around friendlies!

Considering how linear the game is, it’s surprisingly easy to get lost as you’re often exploring dark, grey corridors and very bland environments; there’s no map or onscreen indication of where you need to go so it’s easy to get a bit turned around at times. Often, you’re joined by a partner character (Natalia Romanova/Black Widow, Nick Fury, and agents of the Strategic Hazard Intervention Espionage Logistics Directorate/S.H.I.E.L.D.) who cannot be harmed by either you or enemies and are, surprisingly, very useful and competent for computer-controlled characters. Occasionally, you’ll be asked with solving some very simple puzzles that amount to finding a key or pulling a lever, rescuing hostages, placing explosive charges, interacting with a hidden switch to open a door, or forcing certain enemies to open doors; it’s nothing massively taxing but, again, it can sometimes be confusing as to where you need to go. The Punisher is quite a durable character whose health is refilled as he breaks thugs through interrogations or talks to rescued innocents but it also regenerates when you press Triangle; this puts you into “Slaughter Mode”, which slows time down to a crawl, turns the screen black and white, and has you tossing throwing knives and performing instant kills as long as the meter lasts. This can be a great way of clearing out rooms filled with perps but, honestly, I generally tended to save it for boss battles as the game is pretty generous with its checkpoints and not especially difficult to get through and I found this mechanic to be quite disorientating. Most of my deaths and mission failures came from accidentally dropping from high ledges or killing innocents; occasionally, enemies will grab hostages and use them as human shields and, if you kill them, you’ll instantly fail the mission so be sure to use your more accurate aiming in this situations.

Graphics and Sound:
For a PlayStation 2 game, The Punisher is pretty decent to look at when you can actually see what’s onscreen. Character models are pretty good, if a bit blocky, but not much to shout about when it comes to enemy variety and aesthetic. Indeed, the character who looks the most dynamic and impressive is, fittingly, the Punisher himself. Decked out in a long trenchcoat, combat trousers, army boots, and skull shirt, the Punisher looks exactly like he stepped right out of the pages of a Garth Ennis comic book. Punisher even dons different outfits for different missions, including ditching the trenchcoat, decking himself out in war paint, and wearing prison clothes and, while he doesn’t have Thomas Jane’s likeness, he looks very much like his comic book counterpart.

Environments can be a bit boring and drab but there are a few that stand out as visually interesting.

Where the game falters, though, is in the level variety and presentation; you’ll skulk around seedy alleyways, dark corridors, and dingy crack houses, which aren’t massively impressive. Even areas like the chop shop, the zoo, and Fisk Industries’ skyscraper aren’t much to shout about as the game’s visuals are dulled with a dark, moody presentation that, while fitting, can make things visually very lifeless and boring. It’s not all bad, though; one mission takes place in a jungle, which helps to spice things up, as does battling through the research and development department of Stark Industries and a nightclub/bar, all of which bring some life and clarity to the action.

While many of its more brutal kills are censored, The Punisher is still a gloriously violent game.

As mentioned, the game’s more brutal and bloodier executions have, sadly, been censored; nevertheless, the game is extremely violent, with enemies spurting blood and being blasted to death as best as the PlayStation 2 can render. The Punisher’s interrogation sequences basically amount to a version of torture and see Frank beating, choking, kicking, or intimidating his victims or threatening this lives using various parts of the environment, which is all very fun to see and take part in and, while these are censored, the implication is still very clear to see.

While the CG cutscenes are a bit fuzzy, the in-game graphics are pretty decent and there’s some fun cameos.

The music isn’t really that interesting or memorable; the game doesn’t seem to pull any tracks or influence from the movie, which is a shame, but the voice acting is top notch. Thomas Jane was always a fantastic Punisher and he continues to narrate events around him, offering wry commentary, dry quips, threats, and conveying just the right amount of dread and anger in the title role. The few amount of CG cutscenes the game uses are decent enough but the icing on the cake were the appearances and cameos from some of Marvel’s more recognisable characters, such as Matt Murdock, Tony Stark/Iron Man, and Wilson Fisk/The Kingpin, which are fun hints at the wider Marvel universe that exists around The Punisher and the cries and screams of the goons you fight are satisfying to hear.

Enemies and Bosses:
As you might expect, the Punisher is confronted by a horde of nameless, faceless goons, thugs, and scumbags in his quest to destroy all crime. Enemies will react with fear and hostility at your presence, shoot at you from behind cover and doors, and throw weapons at you but, for the most part, are quite stupid and easily taken out even when they have the higher ground or the numbers advantage. As the story progresses, though, you’ll come up against more formidable enemies or enemies wielding more powerful weapons, such as shotguns, sniper rifles, and flamethrowers. Enemies will also fire rockets at you from helicopters, commandos don more protective armour to withstand your shots, and Yakuza will dog you at every turn in waves. Thankfully, you always have plenty of options available to take these guys out, from tossing them to giant snakes, smashing their faces into mounted guns, or simply blasting them away with your weapons and, while you’re often asked to hold out against a timer as an endless swarm of enemies rush at you, it’s never like you’re not capable of defending yourself.

Bushwacker gives you the slip more than once before you finally confront him head on.

In terms of bosses, The Punisher has an interesting variety both visually and in terms of how you fight them. The game’s first few missions see you busting up the Gnucci gang; when you get into a shootout with Bobby Gnucci, you need to make use of nearby cover to get a good bead on him to take him out with a headshot. Later, you’ll burst out of a coffin and gun down countless minions of the family and find yourself running around in circles in a confusing attic maze as enemies continuously spawn in and you desperately try to find take out Eddie Gnucci in one of the game’s more confusing and frustrating boss battles. One of the more elusive bosses in the game is Carl Burbank/Bushwacker, a muscle-bound freak with a gun for an arm who constantly dogs your progress and escapes your retribution until you finally confront him in the library at Ma Gnucci’s estate. Goons will continually spawn into this fight and, if you attack Bushwacker head-on, you’ll take massive damage so I found the best tactic was to do a continuous circuit of the library, shooting at Bushwacker as and when, and bust out the Slaughter Mode to bring him down. Afterwards, you are given four minutes to escape the estate as it burns down, shooting sprinklers on the ceiling to get through the flames and performing a Special Kill to make short work of Ma Gnucci.

Though seemingly impervious to pain, environmental hazards and flames will bring the Russian down.

At the end of the docks, you’ll have to grab a nearby rocket launcher to take out the tank that blocks your exit, which is pretty easy to do thanks to all of the handy-dandy containers that offer cover. Afterwards, the game recreates a classic scene from the movie and comics with a battle against the nigh-invulnerable Russian in Frank’s apartment; here, you must stay away from the Russian and stun him with nearby melee weapons, mount his back, and use the Special Interactions to best him. Later, you’ll battle him against around a missile silo; this time, you need to shoot the barrels he grabs before he can throw them at you and, when he comes down to your level, use your grenades, the explosive barrels, and the missile’s flame jet to put him down once and for all while dispatching the endless goons.

Bullseye is a slippery, tricky devil who eludes your attacks and keeps you on the move.

When you infiltrate Fisk Industries, you’ll encounter another elusive and annoying boss, Bullseye. This slippery devil will somersault about the place, tossing knives at you and only really taking damage when you land a headshot thanks to his fancy body armour. You’ll fight him again in an area of the skyscraper that is under construction, which makes it harder for you to get a clean shot thanks to all the walls and obstructions, before you have a finale showdown in Fisk’s penthouse where he pulls a gun out on you. In each of these three areas, you’ll find a weapons cache to keep your ammo topped up and I would recommend returning t it again and again to grab grenades to deal the most damage to Bullseye and knock him down so you can get a cleaner shot at his stupid head.

The finale sees you battling Jigsaw, who is in stolen Iron man tech, on the prison rooftop.

The finale of the game sees you facing off against Jigsaw (who, in a change to the source material, is revealed to be John Saint from the 2004 movie) who has donned stolen Iron Man armour. This is a two-stage boss battle; in the first stage, Jigsaw fires seeking missiles and repulsor blasts at you while hovering in the air and the only way to bring him down and damage him is to run underneath him and fire at his jetpack. Once he’s brought to ground level, he’ll chase after you and blast at you while goons spawn in to back him up. While you can shoot at him, it’s far easier to run to an area of the rooftop where the explosive mines (or “RAMs”) continually respawn; simply position yourself behind parts of the environment and toss these towards Jigsaw and remote detonate them and you’ll blow him away in no time at all.

Power-Ups and Bonuses:
The Punisher is afforded a great deal of weaponry for his crusade, most of it he liberates from defeated enemies or picks up from weapon caches in the environment. You’ll get access to a number of pistols (which Frank can dual-wield), revolvers, sub-machine guns, rifles, and shotguns and you can swap these out at any time when you see a weapon on the ground. You can also find and use flamethrowers (but be careful as flaming enemies can harm you as well) and a rocket launcher, which is perfect for bringing down helicopters, and a sniper rifle to take enemies out from a distance and defend your gondola in the jungle. Other time, you can acquire melee weapons to put a beatdown on your enemies.

Choose from a wide selection of weapons and use Skill Points to upgrade Frank’s abilities.

After clearing a mission, you’ll be awarded with both Medals and Style Points. You can spend these points upgrading a number of the Punisher’s skills and attributes from Frank’s apartment. You can upgrade Frank’s body armour to increase your resistance to damage, increase the duration of your Slaughter Mode, increase your clip capacity, and add a scope or grenade function to certain weapons. Thankfully, you don’t have to worry about upgrading every weapon individually so increasing your accuracy or ammo capacity will do this for every weapon by default.

Additional Features:
The Punisher offers three difficulty settings, which will increase the aggressiveness and durability of your enemies and also allow you to obtain different Medals and gameplay modes. You can earn Bronze, Silver, and Gold Medals in every mission, but Gold Medals are only available when playing on Hard Mode; however, every time you finish a mission, you’ll unlock an additional “Challenge Mode” that presents you with a specific objective to fulfil to unlock extra stuff. Sadly, there is no option to don a different skin or outfit when replaying missions but there are cheat codes to unlock alternative outfits, so that ’s something, at least.

Take on challenges and play on Hard Mode (or cheat…) to unlock additional modes, cheats, and costumes.

From Frank’s apartment, you can view all of the Punisher’s weapons (Thomas Jane even narrates what each weapon is capable of), enemy biographies, cutscenes, flashbacks (which are triggered and unlocked when interrogating certain enemies), and comic books covers (unlocked by clearing challenges). When playing on Hard Mode, you’ll also gain access to “Punishment Mode”, which has you holding out against waves of enemies to earn points and medals. Additionally, clearing Hard Mode will unlock cheats for you to use; you can also unlock these manually but, while it’s fun to run around without fear of harm, you won’t actually be able to progress through the story with these activated.

The Summary:
The Punisher is a pretty decent third-person shooter; considering it’s a licensed game, which are generally regarded as being terrible, it’s a pretty solid effort. I think choosing to veer more towards the source material than the movie was a good choice as it made it more appealing and fresh and, rather than going through the beats of the movie step by step, it crafts an entirely new adventure that is appealing to fans of the film, the comics, and this genre of videogame. It’s not perfect by any means; the censoring of the torture scenes is disappointing, environments are bland and dark and confusing, and certain sections can be frustrating at times but there is a lot of variety and mayhem on offer thanks to the wide array of weapons and kill options at your disposal. It’s probably the most accurate Punisher videogame we’re ever likely to get and has quite a lot of replay value thanks to the additional challenges and such. There might be better third-person shooters out there but The Punisher is definitely worth your time for the violence alone, to say nothing of the references to and cameos of other Marvel characters. Team this up with Deadpool (High Moon Studios, 2013) and X-Men Origins: Wolverine (Raven Software, 2009) and you have some of the best and most accurate videogame depictions of Marvel’s more violent characters.

My Rating:

Rating: 4 out of 5.

Great Stuff

Have you ever played The Punisher? If so, what did you think of it? Were you disappointed that it didn’t follow the movie closer, or have more ties to the movie, or did you enjoy that it was more in line with the source material? What did you think to the game’s violence, executions, and action? Which of the cameos and/or boss battles was your favourite and were there any you felt were missing from the game? Would you like the see the title remastered for modern consoles or do you think it’s best left as a relic of a bygone era? Which Punisher videogame, story, or adaptation is your favourite? Whatever you think about The Punisher, feel free to write a comment below and be sure to check out my other Punisher content.

Game Corner: Mario & Sonic at the Rio 2016 Olympic Games (Nintendo 3DS)

Released: 18 February 2016
Developer: Arzest/Spike Chunsoft
Also Available For: Arcade and Nintendo Wii U

The Background:
Nintendo’s Super Mario and SEGA’s Sonic the Hedgehog went head to head as their respective company’s mascots during the “Console Wars” of the nineties, resulting in some of the greatest and most influential videogames of that generation, and both company’s went to great lengths to prove that their consoles were the superior. Ultimately, thanks to many expensive peripherals and an ever-changing marketplace, SEGA were forced to withdraw from the home console market and their supersonic mascot appeared on Nintendo consoles, leading to discussions of a long-awaited crossover began between Mario creator Shigeru Miyamoto and Sonic creator Yuji Naka. Surprisingly, the two were brought together in the spirit of friendly competition after SEGA was awarded the 2008 Beijing Olympic licence. Mario & Sonic at the Olympic Games (SEGA Sports R&D, 2007) followed as a result; though basically a series of mini games featuring Mario and Sonic characters taking part in Olympic events, the game was a commercial success and led to a series of annual titles being released in conjunction with a number of different Olympic events. This year, I finally got around to playing the 2016 edition of the game, which was set in Rio de Janeiro after they won the right to host the games that year so, since the Beijing Winter Olympic Games are set to kick off today, I figured this was an ideal time to leech off of that event and share my thoughts about this title.

The Plot:
Players create a Mii character and choose to join either Sonic’s gym or Mario’s gym. Either choice sees them training with, and facing off against, familiar Mario and Sonic characters in a bid to win as many gold medals as possible over the seven days of the Olympic Games.

Gameplay:
If you’ve played any of the Mario & Sonic videogames before, you’ll know exactly what to expect heading into Mario & Sonic at the Rio 2016 Olympic Games; essentially, despite the presence of a story mode, the game is a collection of Olympic-themed mini games that go out of their way to take advantage of every single button, gimmick, and control scheme offered by the Nintendo 3DS. The game features forty-one characters from the Mario and Sonic franchises but, this time around, not only are your character selections limited to certain events (Knuckles the Echidna can only take part in the Javelin Throw and Boxing events, for example, while Waluigi can only be used in the Long Jump and BMX events) and come with different stats to give them more emphasis on power, speed, stamina, and the like, but you don’t even get to play as any of your favourite characters in the game’s “Road to Rio” story mode!

Pick between Mario’s Gym and Sonic’s Gym and train to level-up your Mii.

While you can select from the game’s many and varied events (each of which is accompanied by an easy, normal, and hard criteria to get bronze, silver, and gold medals, respectively, with different goals, scores, or times to hit for each) in the game’s single or multiplayer modes, the only way to unlock all of the game’s characters is to play through the story mode. Here, you take control of a Mii and play through seven days of the Olympic Games, visiting different towns in Rio and conversing with non-playable characters (NPCs) that include randomly generated Mii and Mario and Sonic characters. As is often the case, the story branches almost immediately as you’re asked to pick between Sonic’s Gym and Mario’s Gym; whichever you pick, you’ll be competing for gold medals against the opposing gym and can practise the game’s events to earn Training Points and level-up your Mii, which allows you to wear better costumes and increase your stats. The actual story itself is more basic than ever; Mario and Sonic’s Gyms are taking part in the Olympic Games in the spirit of friendly competition…and that’s about it. There are some subplots about Sonic and Mario being absent and Bowser being up to no good, but mainly it’s just a clunky narrative to let you experience the game’s events.

Levelling-up allows you to wear better outfits and improve your chances at getting gold medals.

Each location, and the bulk of the game’s action, takes place on the top screen of the 3DS; here, you navigate the largely empty and uninspiring overworld maps, interact with NPCs, and can see which day you’re playing, your current level, and how many apples and melons you have (which are needed to purchase new outfits and gear from the Yoshi NPCs located in each area). The bottom screen acts as a 2D map and allows you to manually save, view the stats of your current rival, view your stats and available gear, and change your Mii’s outfit whenever you like. Every day of the story mode is centred around you training to face a rival from the opposing gym; there are a number of smaller gyms (or “ginásios”) in each town (generally about four) where a character from your chosen side’s gym will challenge you to practise one of the game’s many events to earn apples and Training Points. As long as you finish between first and fourth, you’ll earn apples and Training Points, but the ginásio won’t be ticked off as complete unless you finish in first place (this is also the best way to earn the most rewards). You don’t actually have to beat the ginásios, however; you can tackle each day’s preliminary event and finals as is but you’ll dramatically increase your chances by beating ginásios and levelling-up so you can equip better gear to buff your stats.

You’ll need to make use of all the 3DS’s functions in order to complete each event.

To clear each day, you first need to qualify in the prelims for that day’s event: on the first day in the Mario’s Gym story, for example, you’ll need to qualify in the 100m Hurdles event before you go up against your rival (and other Mii), Silver the Hedgehog, in the finals; on the fourth day of the Sonic’s Gym story, you’ll need to take on Bowser Jr. in the Equestrian event. The ginásio training sees you playing the game’s other events but, while you don’t necessarily need to come first in the ginásio events, you do need to finish first in the prelims and finals to progress the story. Once again, many of these events are needlessly frustrating; you’ll get a brief overview of what to do before an event but this often doesn’t really help prepare you as it’ll provide basic instructions and then the actual event will throw new inputs and requirements at you that aren’t mentioned in the overview. The game’s events mostly have you rapidly tapping buttons, pressing specific button combinations, shouting or blowing into the microphone (which continues to make me feel a little woozy…), moving the 3DS about like a moron, or using the stylus or circle pad. Some of these are quite simple (Synchronised Duet is a glorified rhythm game where you must press A in time to the beat and switch reticules with the directional pad (D-pad), while Trampoline has you jumping and pressing A when you hit the centre of the trampoline and aiming yourself with the circle pad) but others can be extremely aggravating (Hammer Throw sees you holding the L and R buttons, gyrating the 3DS, and releasing the buttons at the right moment, and you’ll need to awkwardly tilt the 3DS about to aim and use L or R to shoot in the Double Trap shooting event).

The onscreen prompts and clunky controls can make even the simplest events arduous.

While there are far less doubles games, these will still crop up; Platform Diving (Synchronized) sees you pressing A to dive at the same time as your partner without the aid of an onscreen countdown, Badminton (Doubles) has you sliding the stylus down the touch screen to smack the flashing shuttlecock, and Beach Volleyball sees you moving with the circle pad to the highlighted areas and pressing either A (or X for a super shot once your gauge is full) to hit the ball back and score a point. While the events seem to be a bit fairer compared to the last Mario & Sonic game I played, they’re still incredibly vague at times and come down to a question of timing or frantic button mashing rather than skill. The Kayak event, for example, requires you to set the 3DS down and frantically spin the circle pad like an absolute madman; you’ll need to stave off a fainting spell and consistently blow into the microphone while steering to boost pads in the Sailing – 470 (Pair) event, and you’ll need to draw neat circles to swim along in the Backstroke event (but, of course, the directions for this are on the top screen rather than the bottom where you’re drawing).

“Plus” events add new obstacles and success criteria and allow you to unlock new characters.

Overall, the games are once again very hit and miss: Handball isn’t too bad and has you touching the screen to block incoming shots; Rhythmic Gymnastics has you pressing or holding buttons in time with some familiar music tracks, and the BMX event has been slightly tweaked to make cycling and hitting boost jumps a little easier but it’s still a very clunky experience. New to this version of the game are “Plus” events; you can unlock additional characters by playing these in the story mode, and they’re basically slightly modified versions of the prelims/finals you’ll take on for that day. This could mean the presence of an additional gauge to fill to gain access to helpful items, extra obstacles from the Mario and Sonic franchises that you’ll have to watch out for, or slight changes to the gameplay mechanics to speed things up or make things a bit more manic. You can only challenge the secret characters to these Plus events by qualifying for the finals, but they add a little spice to things such as adding bingo-like tiles to Beach Volleyball for additional points or riding or ducking under waves caused by Thwomps in 100m Freestyle Swimming Plus. Unfortunately, though, while many of the camera angles and mechanics have been tweaked for the better compared to the last Mario & Sonic game I played, very few of the game’s events are actually fun to play and it kind of neuters the appeal of the crossover to not let you play as Mario and Sonic characters in Road to Rio.

Graphics and Sound:
As a 3DS game, the graphics are decent enough for the most part; all of the Mario and Sonic characters look pretty good thanks to their cartoony aesthetic, but still only communicate using pantomime. This time around, the whole game is populated by Mii; even the crowd, when it is actually present, is mostly Mii this time but, once again, the game is very empty and not much to look at. The game’s locations are very sparse and all look the same, and the arenas are mostly lifeless. Similarly, the music isn’t much to shout about; there are some recognisable tunes here but mostly it’s just generic trumpets and fanfares. Cutscenes are even more basic than ever before, with still images being thrown at you for the opening scene, in-game graphics and text boxes used for dialogue and cinematics, and there are only a few very brief sound bites from the characters here and there, making for an overall very bland visual experience.

Enemies and Bosses:
As is often the case with these games, your opponents are dictated by which character and event you wish to play; you won’t be able to pit Wario against Blaze the Cat in archery, for example, but you can pit Yoshi against Shadow the Hedgehog in football. You won’t really get to battle against Mario and Sonic characters in Road to Rio, though; mostly, you’re pitted against generic Mii and you’ll only ever get a sniff of facing someone recognisable when going up against an opponent from the opposite team or battling an unlockable character.

Familiar characters will challenge you in the prelims, finals, and Plus events.

One the first day, you’ll take on either Silver the Hedgehog in 100m Hurdles or Yoshi in the 100m event; Hurdles see you holding B to charge up, tapping A to run, and then timing presses of B to hop over the hurdles, while 100m features similar controls but has you pressing B near the end to shave a few seconds off your time. 100m Plus has you going up against Nabbit, grabbing items to reach the goal and pressing B for an additional burst, while 100m Hurdles Plus sees you challenging Diddy Kong in the event which is made trickier by the hurdles moving up and down. Day two is all about Table Tennis in the Mario story and Beach Volleyball in the Sonic path; Table Tennis has you moving with circle pad or D-Pad and smacking the ball back at the right time with ether A (for a fast shot), B (for a slower backspin), or X (for a super shot) to see who wins the best of three sets, while Beach Volleyball is a doubles event and it can be tricky angling your shots correctly. Table Tennis Plus pits you against Zazz and has you accumulating more points by hitting the ball onto coloured, numbered tiles, while Beach Volleyball Plus has you playing against Roy and trying to get a bingo score going on.

You’ll need to train up in order to help you best your rival, or hope that events aren’t too difficult to master.

Day three forces you to endure Archery against Birdo and Rhythmic Gymnastics against Blaze; while this latter isn’t too bad, Archery is a pain in the ass thanks to having to use the 3DS’ gyroscopic controls to aim and the wind throwing off your arrows. Archery Plus adds a whole mess of targets to hit to screw things up even more, while Rhythmic Gymnastics Plus sees you avoiding hazards to chain together combos for a higher score. On day four, you’ll have to take on Bowser Jr. in the Equestrian event (where you must press B to jump at the right time and stay on track to fill up your boost gauge) and Espio in the Long Jump (which sees you rapidly tap A to run up, press X for a super dash, and then press B at the right time leap ahead and judged on your furthest distance). You’ll then take on the oft-underused Doctor Eggman Nega in Long Jump Plus, which adds a giant spring to propel you further, and Larry in Equestrian Plus, where giant obstacles from the Mario and Sonic series are littered across the course.

Each story culminates in one of the more frustrating events, with Golf being particularly aggravating.

Day five is all about Javelin in Sonic’s story and BMX in Mario’s; Javelin is a bit of a frustrating event that sees you swiping the stylus across the touch screen like an idiot, then trying to match the angle on the top screen without crossing the foul line (which is stupidly easy to do). In BMX, you need to rapidly tap A to cycle while staying on track with the circle pad, and hit B to make jumps and build up your super boost. When you face Dry Bowser in Javelin Plus, you get to toss a whole bunch of Javelins but this is really more for show than anything else, while you’ll need to avoid obstacles ad perform tricks in BMX Plus to beat Wave the Swallow’s record. Things pick up in day six in Sonic’s story as you get to take part in Boxing; here, you press B and A to punch, guard with Y, and unleash a super punch with X and can use item boxes to help take down Zavok in Boxing Plus. In Mario’s story, you have to best the 100m Freestyle Swimming event by drawing circles at just the right speed and tapping the screen at just the right time to turn around, but the shit really hits the fan on day seven. Everything ramps up, with some of the most finnicky games and controls, and you’re forced to play football in Sonic’s story (which sees you awkwardly passing the ball, tackling opponents, and trying to get a shot in and just goes on forever) or golf in Mario’s story (easily the most complex event, with wind speeds, angles, environment hazards, and extremely unhelpful and unclear directions meaning I won more out of luck than anything else!)

Power-Ups and Bonuses:
As a glorified collection of mini games, there’s not many power-ups on offer; some events have you rapidly tapping A to recover stamina, or touching dash panels for a boost, and many reward a perfect finish with a fancy special flourish but you’ll only really see in-game benefits when playing Plus events. You can however, find hidden chests all over the game’s many locations (some even hidden behind springs or pipes) that will reward you with additional gear or melons. Every time you finish between first or fourth (or use the daily log-in/step challenge), you’ll earn both Training Points and apples. Apples can be traded for a variety of outfits with one Yoshi, while more additional items can be bought from another with melons; these items include new golf clubs, horses, hula rings, and boxing gloves that afford you additional boosts and benefits in their respective events and you can equip and unequip them at any time. Your outfits are limited by your character’s current level; the higher your level, you more gear you can equip and the better your stats will be, and you can even save sets of clothing to tailor your Mii for different events (boosting your strength over speed, for example).

Additional Features:
Mario & Sonic at the Rio 2016 Olympic Games offers many of the same incentives for repeated play as its predecessors; at the start of the game, you can set up your Mii, regional flag, the computer’s difficulty level, and Street Pass to get daily rewards as you walk around. Quick play allows you to take on the computer or up to three other plays in all of the game’s different events, if you fancy testing your skill against others, and you have two story paths to play through. However, while your level, items, and costumes will transfer across each story, you can’t replay previous parts of the story at will and will need to play through from the beginning if you missed any chests, costumes, instruments, or unlockable characters. There’s also an achievement list to compare against other plays, a random medley option to mix and match events, and a challenge mode to take on but, once you’ve played through even one of the Road to Rio stories you’ve basically seen everything the game has to offer.

The Summary:
Mario & Sonic at the Rio 2016 Olympic Games improves on quite a few aspects of the last entry I played but still suffers from many of the same issues that have bogged down the series since day one. Essentially, it’s just a collection of Olympic-themed mini games involving some of gaming’s most iconic characters but with the weird twist that you really don’t get to play as any of these characters in the story mode. Road to Rio is so dumbed down and basic compared to the story modes in the other Mario & Sonic games I’ve played that it really makes playing even more of a chore. Couple that with the needlessly overcomplicated gameplay mechanics, vague tutorials, clunky camera and controls, and once again you’re left flailing around like an idiot as you desperately blow crafts along or try to match onscreen prompts. As a lifelong Sonic fan, I’m always happy to play one of his titles but these really aren’t games built for me…I actually struggle to think of anyone who would actually enjoy them, to be honest. There are far better party games and mini game collections out there, and definitely way better Mario and Sonic games, so it’s really more of an annoying novelty more than anything.

My Rating:

Rating: 2 out of 5.

Could Be Better

Did you enjoy the 3DS version of Mario & Sonic at the Rio 2016 Olympic Games or did you prefer the Nintendo Wii version? How did you find the game’s motion controls, assortment of games, and story mode? Were you disappointed at the Mario and Sonic characters not being playable in Road to Rio? Do you agree that the concept is somewhat wasted on the Olympic Games or have you enjoyed the series so far? Which country are you pulling for in this year’s Olympic Games? Whatever your thoughts, feel free to sign up to leave a comment below, or leave a comment on my social media.

Game Corner [Sonic 2sday]: Sonic the Hedgehog 2 (2007; Xbox One)


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


GameCorner

Released: September 2007
Originally Released: November 1992
Developer: Sonic Team
Original Developer: SEGA Technical Institute
Also Available For: Gamecube, iPod, Mega Drive, Mobile, Nintendo 3DS, Nintendo DS, Nintendo Switch, Nintendo Wii, PC, PlayStation 2, PlayStation 3, PlayStation 4, PlayStation Portable, SEGA Saturn, Xbox, Xbox 360

The Background:
Sonic the Hedgehog was a massive success for SEGA; thanks to an aggressive marketing campaign and packing the game with their all-power 16-bit Mega Drive, SEGA saw sales of over 15 million copies upon its release. And yet all was not right at SEGA; Yuji Naka, the mastermind behind Sonic the Hedgehog, quit the company and was convinced to join the California-based SEGA Technical Institute. After bringing in many of his own Japanese staff, Naka began spearheading the creation of a sequel while an entirely separate, Japan-based team worked on Sonic the Hedgehog CD (SEGA, 1993). Debates could rage on for years about which of these two games would be the “true” follow-up to the original title, and many ideas and concepts were reused and reworked for each title but, as if the massive “2” in Sonic 2’s title wasn’t enough, it’s clear to me based on graphics alone that Sonic CD was always meant to take place shortly after the first game. Yet Sonic 2’s development was mired by an influx of ideas and concepts; another internal contest was held to design Sonic’s new sidekick, Miles “Tails” Prower, and many Zones were scrapped from the final game despite being relatively close to complete. The pressure was on to top their efforts with Sonic the Hedgehog but, thanks to improved graphics and gameplay and the efforts of SEGA’s aggressive marketing machine, Sonic 2 proved incredibly successful; 400,000 copies were sold in its first week alone and over 6 million units were sold during the Mega Drive’s lifespan. SEGA’s control of the home console market shot up by 40% as a result of Sonic 2 and the game was widely praised upon its release and is still held in high regard, with many claiming that it is the best in the series. For me, I first played Sonic on the Master System but, upon acquiring a Mega Drive, played Sonic 2 before the first game and, as a result, I do prefer it over the original because of its faster, tighter, far more accessible gameplay.

The Plot:
Doctor Eggman is back! This time, he’s set his sights on Westside Island, home of the fabled seven Chaos Emeralds. Eggman unleashes his robotic Badniks upon the island, polluting and destroying the environment to find the gems and power his ultimate weapon: the Death Egg! However, Sonic the Hedgehog is hot on his heels and this time he’s not alone…

Gameplay:
Like its predecessor, Sonic the Hedgehog 2 is a 2D, sidescrolling action platformer in which you travel eleven stages (known as “Zones”). Unlike the previous game, the majority of Sonic 2’s Zones are split into two “Acts” rather than three (though there is, oddly, one three-Act Zone and two one-Act Zones just to confuse things) and, this time, you’ll battle Eggman in one of his diabolical contraptions at the end of each second Act before facing him once and for all on the Death Egg. Essentially, everything that worked so well in the original game returns here, bigger, shinier, and much more refined; Sonic is faster than ever, now able to zip through every single Zone of the game at breakneck speed thanks not only to his new “Spin Dash” attack but also vastly improved level design that ditches the slower, more tedious elements on the first game and focuses on speed and split-second reactions. Improved obstacles and enemy placement also help speed up the game, as does the implementation of more loop-de-loop, slopes, the introduction of Möbius strips, and very little instances where the game grinds to a halt.

Help or hinder Sonic as Tails or simply choose to play solo with either character.

As before, you can still roll into a ball when you jump or press down while running to break monitors and smash apart Badniks. This time, though, you won’t do it alone; by default, the game has you take control of Sonic with the computer-controlled by his side but, by entering the “Options” menu, you can switch to playing alone as either character. When Tails is onscreen, though, a second player can join in at any time; Tails has all of Sonic’s abilities and essentially plays as a reskin as, though he is seen flying with his unique two tails, this isn’t a feature you can utilise in the game. When playing as Sonic and/with Tails, Tails can collect Golden Rings, destroy Badniks, and dish out damage to Eggman all while being functionally immortal and largely invulnerable. Attacks won’t damage Tails and the only way to lose him is to run so fast that he cannot keep up; unfortunately, second players can also screw you over by jumping onto temporary or crumbling platforms ahead of time, essentially sending you to your death.

It’s easy to get distacted by Casino Night Zone’s pinball-based mechanics and gimmicks.

Thankfully, Sonic is much faster this time around. Zones are bigger than ever, with more branching paths to take and areas to explore and, best of all, there’s no tedious pushing of switches or blocks to slow things down. Perhaps the slowest Zone is Mystic Cave Zone (which also features a notorious pit that you cannot escape from), which features far more platforming elements and instant-death traps compared to the game’s other Zones; Sonic will have to grab levers and pulleys to create bridges and avoid floating blocks in this Zone but it’s got nothing on the seriously gruelling platforming and obstacles in the increasingly maze-like Metropolis Zone but, for the most part, Sonic 2 hits the ground running and doesn’t stop. Sonic 2 introduces many firsts for the series; gone are the checkpoint-creating Lamposts of the first game, replaced with Starposts that perform exactly the same function but also double as the gateway to the game’s Special Stages (replacing the Giant Rings from the last game) when you pass them with fifty Rings or more. Be warned, though, after finishing or failing a Special Stage, you’ll be deposited back in the Zone with no Golden Rings to protect you (though the Zone’s Rings (and Badniks) will have respawned).  The pinball-like mechanics of Spring Yard Zone are expanded upon in Casino Night Zone, a giant, pinball-themed Zone filled with so many little score-increasing mini games and distractions that it’s easy to run out the ten minute time limit in this Zone alone.

Many of Sonic 2‘s elements became recurring themes in the franchise.

Another first is the inclusion of Sonic’s biplane, the Tornado, which mixes up the speed-based gameplay by having you ride atop the plane’s wings in Sky Chase Zone and, of course, the final showdown with Eggman on his space station. This latter element, clearly evoking imagery from the Star Wars trilogy (Various, 1977 to 1983), would become a recurring element in the franchise from this game onwards as subsequent games sought to either recreate the success of, or cash in on the nostalgia for, Sonic’s bigger, better sequel. As before, Sonic can collect Golden Rings to keep himself alive but, when submerged under water in Aquatic Ruins Zone or in toxic gunk in Chemical Plant Zone, will find himself under threat of drowning if he doesn’t escape to fresh air or find an air bubble before the all-too-familiar sinister countdown reaches its end. You’ll still gain points for collecting Rings, bashing Badniks, and clearing Acts and Zones as fast as possible but you no longer gain bonus points by jumping dramatically at the end of an Act. Thankfully, all the little niggling issues that slowed down and counted against the first game have been largely addressed and eliminated; there’s no real danger here of being unfairly squashed or glitching the game (unless you perform some very specific actions) and the only real issue the game has in this regard is that it’s sometimes very easier to run or fly so fast off the screen that the game struggles to catch up. there some instances where you’re forced to use a little more thought than just speeding ahead, though; Oil Ocean Zone, for example, requires you to think a bit before making jumps as you can easily end up trapped in the quicksand-like oil or getting turned around. Like the first game, Sonic 2 isn’t especially difficult game; there are no difficulty settings to choose from as, again, the game’s difficulty gradually increases as you progress from Zone to Zone. This time, there are seven Chaos Emeralds to collect; the now-iconic half-pipe Special Stages are arguably much easier (or, at least, more interesting) than those in the first game, and you get an actual, in-game reward for collecting these gems.

Graphics and Sound:
Sonic the Hedgehog 2 improves on its predecessor in every way: Sonic’s sprite is larger and now a vivid, eye-catching blue and Tails is visually very appealing thanks to his unique twin tails and cute appearance. Zones are as visually interesting and unique as ever; Emerald Hill Zone, while functionally similar to Green Hill Zone, has enough in it to separate it from its predecessor, such as coconut trees, Möbius strips, waterfalls, and underground areas. The game’s later Zones are some of the most iconic in the series; moving away from cliché element-themed platforming levels, you’ll roll around an industrial nightmare full of toxic waste in Chemical Plant Zone, frantically jump to escape from rising lava in Hill Top Zone (which improves upon Marble Zone’s lava gimmick in every way), and explore dark, dank caves in Mystic Cave Zone. Each Zone has different gimmicks to separate them not only from each other but those of the last game; Casino Night Zone is far less random than Spring Yard Zone, for example, with no bottomless spits to worry about and Metropolis Zone is nothing like Scrap Brain Zone beyond being the game’s toughest area to get through.

Each Zone has a variety of unique gimmicks to mix keep things interesting and exciting.

This is largely due to the Zone having three Acts, which means it soon outstays its welcome. Add to that and some annoying enemies and the Zones maze-like layout and you would have a fitting final Zone for the game if it wasn’t for Wing Fortress Zone. Taking place aboard Eggman’s vast airship, this Zone is your last chance to get any remaining Chaos Emeralds before the game’s final Zone and features a whole host of dangerous taps; for one thing, you can fall to your death at any moment, never mind precariously jumping from platforms and hooks and riding gusts of wind to progress further. Once again, there are no transitions or cutscenes or story included in the game until you clear Wing Fortress Zone, then a little cutscene plays showing how the player gets aboard the Death Egg and another shows how he escapes. Generally, though, the same obvious environmental message of the first game is repeated, but dialled up a notch as you end up in space! Both Sonic and Tails have idle animations this time around, giving them each their own distinct personalities, and the game’s soundtrack is, arguably, the best of the series. It’s everything the soundtrack was in the first game but far more bombastic and triumphant, far more foreboding and sinister, far more catchy and memorable.

Enemies and Bosses:
Once again, Sonic and Tails must do battle with Eggman’s Badniks; these cute-looking mechanical monsters are just as deadly as before but their danger increases as you progress further in the game. To start off with, it’s no bother at all to bounce off of Mashers and Buzzers just like in the first game but, soon, you’ll encounter Spinys and Flashers, both of which can throw up defences to sap your precious Rings. While their placement is generally much fairer in this game, you’ll still have to contend with Badniks like Grounder and Crawlton popping out to surprise you but the absolutely worst enemies in the game are found in Metropolis Zone. The mantis-like Slicer will toss its boomerang-like pincers at you and they’re a pain in the ass to dodge, to say nothing of Shellcracker’s massive spiked claw that will almost always catch you unawares or the self-destructive Asterons which always shoot out their damn spikes when you’re halfway up one of those corkscrews!

Dr. Eggman slowly steps up his game after a disappointing first few encounters.

As before, you’ll face Doctor Eggman numerous times throughout the game; this time, he attacks at the end of every second Act and each time he has a deadlier contraption to try and end your adventure with. If you thought the wrecking ball from the last game was easy, you’ll be begging for a challenge even half of that when you encounter Eggman for the first time at the end of Emerald Hill Zone. Rather than trying to squash or zap Sonic, Eggman instead casually drives towards him back and forth, leaving himself wide open for the attack and only being a problem when he detaches his drill appendage at the last second. This mockery of a boss battle is quickly forgotten when you take on Eggman in Chemical Plant Zone, however. Here, Eggman tries to drop sludge on your head, which isn’t as much of a problem as the temporary ground that borders the arena and it’s very easy to fall to your death after landing the killing blow or while trying to escape Eggman’s attacks. Thankfully, most of the game’s boss battles aren’t as tough; Aquatic Ruin Zone’s boss can be a chore because of the jumping involved and Casino Night Zone’s is quite tough if you struggle with Sonic’s perfectly-attuned momentum-based physics but you shouldn’t really encounter an issue until you reach the Oil Ocean and Metropolis Zone bosses; thanks to Eggman’s shielding and strategy, it can be tough to land hits on his Egg-O-Matic in these bosses but, if you have a second player alongside you as Tails, they’re a breeze.

After besting your robotic double, the gloves come off for the final showdown with Dr. Eggman!

Things really ramp up once you reach Death Egg Zone, though; no matter how you play the game, you’ll have to tackle this final Zone alone and with no Rings to help you. Unlike the first game, where the final boss was pathetically easy, Sonic 2 has you run a gauntlet as you must first take on the armour-plated Mecha Sonic (or “Silver Sonic” depending on your preference, and not to be confused with the far more recognisable Metal Sonic). Mecha Sonic is a dangerous foe thanks to its buzzsaw-like spikes and fast-paced attacks but, luckily, its attack pattern is easily memorised; it’ll stand there posing, allowing you to hit it, then charge across the screen before either rolling at you or jumping over you. it can also shoot out its spines in a spread but, if you’re quick and smart enough, you can trash this dubious doppelgänger in no time. Once you do, though, you’ll find Eggman leaping into a massive robotic suit, the lazily named “Death Egg Robot”, which takes a whopping twelve hits to put down. Thankfully, again, this boss battle is very predictable; Eggman stomps towards you, allowing you to get a few hits in (as long as you’re careful to avoid his spike arms), then flies off-screen. A targeting reticule will appear and follow you around; simply wait in one of the far corners charging your Spin Dash and blast away when Eggman comes crashing down. Stay at the far end of where you end up to avoid his rocket-powered arms and repeat until he goes down. I wouldn’t recommend getting trapped behind him as he drops egg bombs that are difficult to avoid and you can also land a hit when he comes crash down from the ceiling if you’re fast enough. All in all, though, it’s a far more dramatic, taxing, and entertaining last boss than the one from the first game with some kick-ass music to boot.

Power-Ups and Bonuses:
As before, numerous computer monitors are scattered throughout the game’s Zones to help tip the odds in your favour. Breaking these open will award you with exactly the same rewards as the first game (ten extra Rings, a shield, an extra life, a speed up, or an invincibility) with the only difference being their appearance, sound effects, and the music that plays when you acquire them. Sadly, the only new power-up to be found is exclusive to the game’s two-player mode, which is a bit disappointing considering every other aspect of the first game was expanded and improved upon.

Additional Features:
As you might expect, this version of Sonic 2 comes with a handful of Achievements for you to earn. If you’ve played Sonic 2, or any Sonic game, before, these aren’t exactly difficult to get and include standard fare such as reaching certain Zones, collecting all the Chaos Emeralds, and completing the game though the online and time limit-specific Achievements may be trickier to accomplish depending on your skill level (finishing Chemical Plant Zone, Act 1, in under forty-five seconds is no joke!) As in the first game, players can access Special Stages to try and earn one of the Chaos Emeralds. This time, you must pass by a Starpost with at least fifty Rings to challenge for an Emerald, making the process a hell of a lot faster and easier. Additionally, the God-awful, head-trippy rotating mazes of the first game are gone as you now race down a half-pipe, collecting Rings and avoiding bombs. While these Special Stages are much better, they can be more difficult as it’s hard to know what is coming up without a lot of trial and error, you must collect a certain amount of Rings to qualify for an Emerald, and the delay between your jumps and Tails’ can cost you precious Rings if you’re not careful. Special Stages start off deceptively easy but, by the time you go for that damn fourth Chaos Emerald, you’ll start to notice how fast and unrelenting they can be; the seventh and final Emerald is, fittingly, the most difficult to get because it barely has enough Rings to hit the target.

Collect all seven Chaos Emeralds to transform into Super Sonic and get the game’s best ending.

Luckily, you can cheese save states to make this so much easier than it was on the original hardware. Collect all seven Chaos Emeralds, though, and rather than jus earning a slightly different ending, you’ll be awarded with the ability to turn into the Super Saiyan-like Super Sonic. “Simply” collect all seven Chaos Emeralds, collect fifty Rings, and jump and you’ll transform into this super-fast golden upgrade of Sonic that has a constant speed up and invincibility. Don’t get too cocky, though, as you can still drown and be crushed and your Rings will slowly be lost over time; once they run out, the transformation ends so be sure to collect all the Rings you can to keep the form up as long as possible. The addition of Tails also means that Sonic 2 has a multiplayer component; not only can a second player play alongside you in the main game but you can also race against a friend in a woefully-realised split screen mode. While the screen is awfully crushed and you can only pick from four Zones, this mode was decent enough back in the day; it’s fun to blast ahead and leave your friend in the dirt only for them to smash a monitor and have you both switch places. Sadly, while this version of Sonic 2 won’t allow you to enter the iconic cheat codes and doesn’t feature any of the tweaks, upgrades, and additions for the far superior mobile port, a save state system and online leaderboards are included and, best of all, if you also purchase Sonic & Knuckles (SEGA Technical Institute, 1994), you’ll gain the ability to play as Knuckles the Echidna. Be warned, though; while Knuckles’ abilities mean there’s much more room for exploration, his rubbish jump makes battling certain bosses (particularly the Death Egg Robot) far more challenging.

The Summary:
As great as Sonic the Hedgehog was, it’s nothing compared to Sonic the Hedgehog 2. Bigger, bolder, faster, and better in every way, Sonic 2 is the quintessential example of how not only to do a sequel title right but how to do a Sonic title right. While the first game laid the foundation, Sonic 2 set the standard that subsequent games in the franchise tried to hold themselves up against (or surpass, with mixed results). Sonic 2 introduced numerous elements than immediately became staples of the series; add to that the fascination with all the content that was cut from the game and you have a title that continues to be relevant and influential even now, nearly thirty years after its release. While I, personally, prefer the next game in the series, Sonic 2 is still a highly regarded entry in the franchise for me and I’d always pick to play it over the first game if given a choice.

My Rating:

Rating: 5 out of 5.

Fantastic

What did you think about Sonic the Hedgehog 2? Where does it rate against the other games in the franchise for you? Which Zone is your favourite? Were you the younger sibling always being forced to play as Tails or were you the older sibling who got the privilege of playing as Sonic? Would you like to see a spruced up version of the game released one day, with all the cut content restored as originally conceived? Perhaps you think Sonic 2 doesn’t live up to the hype and prefer a different game in the series; if so why, and what is it? How are you celebrating “Sonic 2sday” this year? Whatever your thoughts on Sonic 2, and Sonic in general, drop a comment below.

Game Corner [Mickey Mouse Day]: World of Illusion Starring Mickey Mouse and Donald Duck (Mega Drive)


It’s November 18th, which means that it’s Mickey Mouse Day! Disney’s beloved mascot first debuted in Steamboat Willie (Disney and Disney, 1928) and has since become one of the most recognisable and influential cartoon characters in the world, the face of an entire multimedia conglomerate, and one of the most enduring and popular characters of all time, featuring in a variety of cartoons, videogames, and other merchandise.


GameCorner

Released: 14 December 1992
Developer: SEGA AM7
Also Available For: Mega Drive Mini

The Background:
As I’ve talked about a few times in the past, videogames based on popular Disney characters and licenses had quite the reputation back in the nineties and resulted in some of the best 8- and 16-bit action/platformers of the era. As Disney’s loveable and successful mascot, Mickey Mouse was obviously at the forefront of this but Disney’s foul-tempered fowl, Donald Duck, had his fair share of pixelated adventures over the years as well and what better way to guarantee a success than to team these two popular characters up in their own fantasy adventure. Taking inspiration from a variety of Disney’s animated feature films, most prominently Alice in Wonderland (Geronimi, Jackson, and Luske, 1951) and Snow White and the Seven Dwarfs (Hand, et al, 1937), and, despite how easy the game was, it was both reviewed very well at the time of release and fondly remembered years later.

The Plot:
While practising for their magic show, Mickey and Donald discover a magical box that sucks them into a bizarre magical world. Now, the two must join forces to travel across five treacherous fantasy worlds, defeat the evil Magic Master, and return home safely.

Gameplay:
World of Illusion Starring Mickey Mouse and Donald Duck is a 2D action/platformer in which, as you might be able to guess, players can pick between playing as Mickey or Donald or team up to play as both in simultaneous play. Whichever character you select, the game’s controls are basically the same and can be customised from the main “Options” menu; you can jump, hold down a button to dash ahead, and press down on the directional pad to duck. Although you cannot defeat enemies by jumping on their heads as is the standard of the majority of 2D platformers, Mickey and Donald can attack enemies with a swipe of their magician’s capes.

Attack with your magical cape and lend a hand to your partner to get through tight spots.

The cape produces a small flurry of magical sparkles, which can stun enemies if it grazes them or if they need more than one hit to defeat, and defeated enemies will be transformed into harmless forms (such as flowers or butterflies) when hit. There are actually some notable gameplay differences between Mickey and Donald as well; Mickey is able to crawl through small gaps but Donald gets his wide load stuck and will need pulling through with Mickey’s help. This means that, when playing as Donald alone, you’ll explore different levels compared to Mickey, which encourages at least two playthroughs of the game in order to see everything it has to offer. Additionally, when playing with a friend, you can help them out further by dropping a rope so they can reach higher level.

While not especially difficult, there are some annoying moments you’ll have to deal with.

Mickey and Donald’s vitality is measured in magical playing cards; you begin the game with five cards, meaning you can take five hits before you lose one of your three “Tries”. You can, however, pick up Candy and Cake to restore one of all of your cards and are gifted with unlimited continues. However, when you lose all of your Tries and choose to continue, you’ll have to restart from the very first part of the level you were last on. When playing with a friend, you’ll share a stock of six Tries; when your partner loses a Try, you can expend one to revive them and, when you only have one left, the last player to die can choose to continue solo.

Some tricky jumps are made clunky thanks to the game’s extremely slow pace.

World of Illusion isn’t an especially long game; there are only five levels to venture through, with each one split into smaller sub-sections and with some minor puzzles and hidden paths or areas that you can find by exploring a bit. While these generally just lead you towards Candy or other power-ups, other times you’ll find short sub-areas to playthrough for similar bonuses. Each level only has a handful of enemies and none of them are particularly menacing but they do respawn if you end up having to backtrack and can cause you to fall down a bottomless pit if you’re hit mid-jump thanks to a bit of knockback damage. The game is also extremely slow; the dash function helps with that but, still, Mickey and Donald move painfully slowly and the game is more about taking your time and enjoying the moment rather than blasting through at breakneck speed, which is fine but it does feel like playing underwater sometimes since everything’s so sluggish.

Donald has his own unique levels and hazards to contend with.

Your main concern in most levels will be dealing with the game’s platforming sections; mostly, this involves reaching the exit on the far right of the screen but other times you’ll be hopping from spider’s webs and web lines, floating leaves or clouds, and other similar platforms. These will invariably be large, small, moving, or even temporary; even solid ground isn’t safe in this respect as you’ll have to contend with floorboards cracking under your feet and dropping you to your death. Levels also contain a number of helpful gimmicks as well, though, such as see-saws, flowers, staples, and bottle corks that fling and spring you higher and further up the level and towards the goal.

Graphics and Sound:
Like all of the 2D Disney videogames, World of Illusion features large, colourful, and charming cartoony graphics. Mickey and Donald both have amusing edge and idle animations and little reactions that perfectly capture their distinct personalities. There’s also a very small number of voice clips in the game; Mickey and Donald will yelp and squeal when attacked and give a cry of “Alakazam!” when performing their magic tricks, which is a lot of fun.

The game definitely looks the part but can be a bit muted and empty at times.

Enemies are similarly colourful and instantly recognisable from Disney’s classic animated films, such as Alice in Wonderland. The game also draws aesthetic influences form Pinocchio (Sharpsteen, Luske, et al, 1940) and The Little Mermaid (Clements and Musker, 1989), with all three films (and others) likewise evoked in the levels you’ll journey through. However, while levels are bright and very fitting, they’re every short and also very bland and empty in a lot of ways. Levels can be a bit inconsistent like that; the chocolate-and-sweetie-filled level is bursting with colour and sometimes there’s large trees or vines or other elements in the foreground or little details in the background, but other times they’re just very barren a bit muted.

The story is told using a fairytale book and in-game sprites with brief dialogue boxes.

The game’s story is told through text in a storybook that can be skipped through, or entirely, at will; while these are only accompanied by static images, the supplementary music (and the music of the entire game) is suitably jaunty and uplifting (if nothing spectacular). After defeating the game’s bosses, a similar cutscene will play in which the characters learn their new magic and, at a few points, the game will use the in-game sprites and a speech box to convey dialogue. As is the case for many 2D videogames from this era, the cutscenes are most impressive for the opening (which pans through the theatre’s backstage area) and the ending (which differs for each character and in which the two perform their magic show before an auditorium full of Disney cameos) before heading off through the forest as the credits roll.

Enemies and Bosses:
While they draw inspiration from many of Disney’s most celebrated animated features, World of Illusion’s enemies aren’t really anything to shout or worry about. You’ll take on armoured bugs, avoid literal tiger sharks, swipe at carnivorous starfish, toy bi-planes, and spiders but none of them are really a threat as they come at you quite slowly and make for large targets. Eventually, you’ll have to contend with wild lightning striking at the ground and conjuring little flaming imps and come up against some more colourful and zany opponents, such as anthropomorphic biscuit men, sharks wielding saws, and rose-throwing playing cards from Alice in Wonderland.

While the spider boss couldn’t be simpler, the little dragons can be a bit tricky to land a hit on.

Each of the game’s levels culminates in a battle against a boss. The first of these is a giant spider that crawls down and across the webbing that is spreading across the background of the boss arena; sometimes it’ll crawl down harmlessly on the other side of the web and taunt you but, for the most part, it’s pretty easy to edge out of the way and swipe at it with your cape. The second boss you’ll face is a series of small dragons that resemble the one from The Sword in the Stone (Reitherman, 1963) or Pete’s Dragon (Chaffey, 1977); these little buggers will pop out from blocks, hop around, and spit fireballs at you but, again, it’s not exactly difficult to avoid them and it helps that they attack one at a time.

The sharks speed and unpredictability, and Mim’s erratic flight, make for challenging boss fights.

At the bottom of the sea, you’ll battle against a giant shark that rushes at you ominously beneath the floorboards of a sunken ship. When it charges towards you, jaws snapping, or leaps out from the ground to pounce at you, this is your moment to quickly attack and hop out of danger, but the shark’s speed and unpredictability actually makes this a somewhat challenging bout. Next, you’ll battle against Madam Mim, which was an amusing and entertaining surprise Mim flies about just above you on her broomstick and tosses flames down to the floor. You can easily jump up to attack her, though, and she stupidly drops down to the ground to taunt you, leaving herself wide open to reprisals in the process.

The Magic Master might be big and ugly but he’s sadly as simple as any of the other bosses.

Finally, you’ll take on not the anthropomorphic cloud beast seen in the game’s cover art but the Magic Master, who is a gigantic background sprite and greatly resembles Mickey’s long-time nemesis, Pete. Taking place up in the clouds, this battle features randomly rising and falling columns that you can use to get close to the Magic Master’s big ol’ head and swipe at him with your cape. The boss conjures smaller, ghost-lime doubles of himself that resemble the Grim Reaper and float around the arena for a bit to damage you but, otherwise, is a bit of a pushover (especially if you have full health, which you probably will as there’s a number of health-restoring items on the way to the final confrontation).

Power-Ups and Bonuses:
There aren’t too many power-ups to pick up in World of Illusion; as I mentioned before, Candy and Cake will partially or full refill your health but you can also earn yourself an extra Try by either finding a magician’s hat or collecting fifty-two playing cards. You can also occasionally find a firework that will shower the screen in explosions and destroy all onscreen enemies or a Silver Card for a brief period of invincibility.

Mickey and Donald learn new magic tricks to help them progress through the game.

After defeating each of the bosses, Mickey and Donald will learn a new magical ability to help them progress in the next level. The first of these is a magic carpet, which you can cause to ascend by tapping the jump button and ride through the skies avoiding tornados and buzzards. Next, you’ll get a magic bubble that allows you to slo-oo-wly navigate the underwater stage, again by tapping the jump button. The next spell allows you to teleport across the library when you’re shrunk down and is probably the least interesting of all of the magic tricks. Finally you’ll be able to cause specific playing card enemies to arrange themselves into platforms and bridges to help you get through the iconic garden and dining hall from Alice in Wonderland. All of these are performed in specific circumstances rather than at will and don’t really afford you any useful in-game benefits beyond allowing you to get to the end of the level you’re on, though.

Additional Features:
That’s about it for World of Illusion. The game uses a password feature that allows you to warp to later levels as either Mickey, Donald, or both if you have to suddenly top playing but that’s about it. I’m a bit confused as to why the game has this password system, though, as it’s not exactly difficult and easy to fly through it in about a hour or so.

The Summary:
World of Illusion Starring Mickey Mouse and Donald Duck certainly looks and sounds the part of a typical 1990s D16-bit Disney videogame; it’s bright, fun, and full of gorgeously animated sprites and instantly recognisable Disney characters and locations. Mickey and Donald are always two of the most versatile characters in videogames, I find, and excel when dropped into fantastical environments and tasked with getting through them using a number of gimmicks; while the attack range of their magic capes leaves a lot to be desired, I enjoyed the magical spin on their arsenal and, especially, the flying carpet sections of the game. Sadly, though, it’s just a bit too short and bland in a lot of ways; two of the five bosses are just generic, large creatures and the game is just way too slow and sluggish through and through rather than being action-packed and entertaining. It’s a decent way to send an hour or so and fun to be able to team up with a friend for simultaneously play; it’s pretty cool how you get a slightly different experience when playing as each character but it’s lacking in a lot of content and options, some of which (such as score and certain gimmicks) actually featured in Castle of Illusion Starring Mickey Mouse (SEGA AM7, 199) which released three years earlier and stuff like that does bring the score down a little bit for me despite how striking the game’s presentation is.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think about World of Illusion? Where does it sit in your hierarchy of 16-bit Disney games? Which of the 16-bit Disney was your favourite, or least favourite, and who is your favourite Disney character? How are you celebrating Mickey Mouse Day today? Whatever your thoughts on World of Illusion, and Disney and Mickey games in general, drop a comment below and share your thoughts and have a great Mickey Mouse Day!

Game Corner: SEGA’s Mega Machine

SEGA’s Mega Machine

On 29 October 1988, SEGA released the 16-bit Mega Drive (known as the SEGA Genesis in North America); far superior to Nintendo’s 8-bit Nintendo Entertainment System (NES), and bolstered by both an aggressive marketing campaign and the eventual release of Sonic the Hedgehog (Sonic Team, 1991), this release kicked off the “Console Wars” of the mid-nineties and changed the face of home consoles forever. This year, to celebrate this momentous occasion, I’m going to share some of my memories of this sleek, beautiful machine and the impact it had on my childhood. I was just a kid, something like six or eight, when I had what I am pretty sure was my first ever home console (and videogame) experience; I remember being at my aunt’s house and being introduced to the SEGA Master System II and, more specifically, Sonic the Hedgehog for the first time when I sat down to fumble my way through Sonic the Hedgehog’s (Ancient, 1991) Green Hill Zone. The colours, the sounds, and the user-friendly nature of the system clearly struck a chord with me and it wasn’t long (it was probably my birthday that same year) before my parents gifted me that very same machine and, as I recall, three titles: Spider-Man (Technopop, 1991), Trivial Pursuit: Genius Edition (Domark, 1992), and the aforementioned Sonic built-into the machine.

The Master System II served me well until I got a convertor unit for the Mega Drive.

For a long time, probably something like two or maybe even three years, the Master System more than met my demands. I amassed a pretty decent library considering money was a bit tight back in those days and wasted many hours playing a variety of 8-bit titles. One memory that sticks out for me in particular was when I had a friend come over to play games (this was, of course, back in the days when kids mostly only owned one machine so you had to actually go around someone’s house to play other consoles and games) and he was struggling to get past the Green Hill Zone boss. I took the controller from him and reached the last Zone of the game for the first time, which was quite the achievement for me at the time; though I distinctly recall not actually completing Sonic that day, I did eventually, and many times over. Another memory for me was when I discovered the elaborate method of activating Sonic the Hedgehog 2’s (Aspect, 1992) level select and actually being able to bypass the God-awful Sky High Zone. My love for videogames had well and truly began. I played the NES at a friend’s house, the PC at another friend’s, and enjoyed a handful of ZX Spectrum, MSX, and Amiga titles while routinely playing the Master System, reading Sonic the Comic (Fleetway, 1993 to 2002), and watching the likes of Captain N: The Game Master (1989 to 1991), Adventures of Sonic the Hedgehog (1993 to 1996), and GamesMaster (1992 to 1998).

The article I most attribute for selling me on the Mega Drive.

I bought videogame magazines from car boot sales, drooled over Master System games in the local game’s shop, and doodled pictures of Sonic and his friends at every opportunity. Then, one fateful day, I became aware of another SEGA console; one with far more detailed graphics, bigger, better games, and, more importantly, more Sonic titles. I can’t be exactly sure when I first became aware of the Mega Drive but I distinctly recall owning issue two of Mega (Future Publishing/Maverick Magazines, 1992 to 1995) which had a whole article devoted to the upcoming (or recently released) Sonic the Hedgehog 2 (SEGA Technical Institute, 1992). I was awe-struck; the sprites were so big and colourful, the graphics so crisp and detailed. Unlike in the 8-bit Sonic 2, Miles “Tails” Prower was actually a playable character…and he followed Sonic around onscreen, too! I’m sure I must have seen other photos, articles, and gameplay footage of the Mega Drive across the other magazines and shows I watched but this particular issue of Mega really sticks out in my mind; I read that article over and over, each time more and more attracted to the power and superior graphics of the Mega Drive.

The Mega Drive was for sharing back when I first got it but that was fine by me.

Another memory I distinctly have is pointing the machine out to my parents in an Argos catalogue and trying to explain the benefits of upgrading to SEGA’s newer, sexier console. As I said, money was tight back then for us; we weren’t exactly poor and destitute but we also weren’t rolling in disposable income so I’m sure the decision to buy a Mega Drive didn’t come easily for my parents. Thankfully, however, unlike a lot of parents these days, mine were cleaver and, that Christmas, I received the coveted SEGA Mega Drive and two games (Michael Jackson’s Moonwalker (SEGA, 1990) and my equally-coveted Sonic 2) on one proviso: it was to be a joint present for me to share with my older sister. I’m pretty sure that that gorgeous black machine, with its two control pads and those two fantastic games, was the only present either of us got that year, as well, but I didn’t care: I had it and that’s all that mattered. In 1983, an influx of home consoles, poorly-made titles, and a vastly oversaturated market caused the videogame industry to crash in spectacular fashion; what had once been a booming, attractive business had crumbled under the weight of expectation, success, and a market inundated with machines and titles that retailers just couldn’t sell. A few years later, the industry began to recover thanks to the release of the Nintendo Family Computer (Famicom); known as the NES outside of Japan, the machine was marketed not as a home videogame console but more as an “Entertainment System” (it wasn’t a “home console”, it was a “control deck” and the cartridges were “Game Paks” rather than “videogames”) to give it a better chance at selling in toy shops.

Super Mario Bros. catapulted Nintendo to mainstream success as the home console market leader.

Thanks to a lack of competition and the blockbuster success of Super Mario Bros. (Nintendo EAD, 1985), 30% of American households owned the NES by 1990 and Nintendo absolutely dominated the slowly re-emerging videogame market after the NES sold over 35 million units in the United States, a number that was far beyond those of other consoles and computers. Videogames were back, and more popular than ever, thanks to Nintendo’s efforts and high quality titles, and the industry once again became lucrative and profitably so, naturally, others wanted in on the action. Enter SEGA; formally one of the top five arcade game manufactures in the US, the videogame crash and a decline in the popularity of arcades had seriously hurt the company and led to its purchase by Bally Manufacturing and an eventual restructure towards the home console market with the SG-1000, a precursor to my beloved Master System. Though the console sold well in Japan, it barely made a dent thanks to Nintendo’s stranglehold on the market so, amidst growing competition, SEGA’s research and development team, led by Masami Ishikawa decided that the only way for SEGA to remain competitive was to incorporate a 16-bit microprocessor by adapting their successful SEGA System 16 arcade board into the architecture for a new home console. Mitsushige Shiraiwa led the team that designed the Mega Drive, drawing inspiration from audiophile equipment and automobiles, and the machine was purposely designed to appeal to gamers of all ages, rather than just children like Nintendo’s console.

Aggressive marketing and strong third party support also helped give SEGA the edge.

To impress customers with the system’s power, “16-bit” was slapped right onto the console itself in impressive, striking gold yet, despite shipping 400,000 units in its first year and producing a number of additional peripherals, the console’s launch was overshadowed by the released of Super Mario Bros. 3 (Nintendo EAD, 1988) and the system was unable to surpass the NES in terms of sales or popularity. For the Mega Drive’s release in North America, the system was rebranded as the “Genesis” and SEGA of America CEO Michael Katz spearheaded an aggressive marketing campaign to sell the power and superiority of the console compared to the NES. While the Genesis certainly did do what Nintendo didn’t, it still wasn’t enough to topple or compete with NES or their podgy little plumber. Thus, when Tom Kalinske replaced Katz as CEO, he developed a four-point plan that involved cutting the console’s price, create a U.S.-based team to develop games specifically for the American market, continue and expand their aggressive advertising campaigns, and bundle copies of the Genesis with the one game exclusively developed to overtake Mario once and for all: Sonic the Hedgehog. For a time, this plan worked wonderfully; bundling Sonic in with the Mega Drive gave SEGA the edge it needed as gamers who had been anticipating the release of Nintendo’s own 16-bit console, the Super Nintendo Entertainment System (SNES), bought a Mega Drive instead just to play Sonic. Sonic’s popularity also led to the Mega Drive outselling the SNES during the 1991 holiday season and, but 1992, SEGA had wrestling 65% of the market away from Nintendo and overtaken Nintendo as the home console market leader for the first time since 1985.

Had SEGA focused on the Mega-CD, things might’ve been very different for them.

With a focus more on arcade-quality titles, a willingness to consider a greater variety of genres and videogames compared to Nintendo, and Sonic’s explosive popularity as not just a videogame icon but a mainstream icon, SEGA seemed unstoppable. A sleeker, more streamlined version of the Mega Drive released in 1993 and the company even produced a special convertor unit that would allow gamers (such as myself) to play their Master System cartridges on the 16-bit console. SEGA were ahead of the times in many ways; unlike Nintendo, they released Mortal Kombat (Midway, 1993) with its signature blood and Fatalities intact through use of a special code, showing the machine (and the company) to be the more mature and “edgier” of the two, and SEGA soon began to experiment in both CD-based games and 32-bit graphics with the Mega/SEGA-CD and Mega/SEGA-32X add-ons. Unfortunately, despite showcasing some impressive graphics, CD-quality sound, and the sheer potential of these peripherals, producing such expensive add-ons to prolong the Mega Drive’s lifespan ultimately proved financially disastrous for SEGA. When research SEGA and their tumultuous history for my PhD thesis, I was disappointed to see how the company squandered all their success with blunder after blunder in this way. To me, they had the right idea with the Mega-CD and should have stuck with that. Had SEGA simply made the little-known SEGA Multi-Mega the standard and ditched all plans for both the 32X and the SEGA Saturn, producing all the games that released for those console (and the Mega-CD) as CD-based games, the company may have fared better heading into the sixth generation of gaming. I don’t know if would have been enough to make the Dreamcast more competitive but SEGA would definitely have been in a much better financial position without wasting all that money making expensive add-ons and inferior consoles.

My Mega Drive collection is still a work in progress but has always had some quality titles.

Still, it is what it is and, for many years, even when I owned a Nintendo 64, I still returned to the Master System and the Mega Drive. My library of Mega Drive games grew respectfully as I continued to indulge my love of colourful, action-packed action/platformers like Rocket Knight Adventures (Konami, 1993), Marko’s Magic Football (Domark, 1994), The Revenge of Shinobi (SEGA, 1989) and, of course, every Sonic title released for the console. However, to say that I was a fan of Sonic was an understatement; I remember incurring the wrath of my mother for not pausing Sonic 2 right as I beat the game for the first time to go for dinner and I must have played that game endlessly, rejoicing every time I got to play as Sonic and someone else got to play as Tails for a change. I distinctly remember getting Sonic & Knuckles (SEGA Technical Institute, 1994) for a birthday and that I got the game before I owned Sonic the Hedgehog 3 (ibid). I’m not sure exactly how that happened but I remember being fascinated by Sonic & Knuckles’ unique “lock-on” technology and being able to play as Knuckles the Echidna in Sonic 2. Some time later, while at a game’s shop in Northampton, I picked up an unboxed copy of Sonic 3 for £9 and, after reading a guide in Sonic the Comic that showcased the awesomeness of Super Sonic, Hyper Sonic, and the Doomsday Zone, eventually made it my top priority to unlock these forms and reach this final Zone in a precursor to my newfound desire to obtain as many Achievements as possible.

The Mega Drive was pretty great for multiplayer experiences, too.

It wasn’t just about Sonic, though; the Mega Drive was a great two-player console and I lost a lot of hours playing T2: The Arcade Game (Probe Software, 1991), Captain America and the Avengers (Data East, 1992), and Mortal Kombat 3 (Midway Games/Sculptured Software, 1995) even while I was playing the likes of WCW vs. nWo: World Tour (Asmik Ace Entertainment/AKI Corporation, 1997) and Quake 64 (Midway Games, 1998). While not every title I played or owned for the Mega Drive was a smash hit, I still managed to find plenty to love thanks to the eye-catching graphics, catchy tunes, generally tight controls and gameplay, and the sheer attractiveness of those black boxes and cartridges. I even got a lot of enjoyment out of games that were short-lived in my collection, like Cosmic Spacehead (Codemasters, 1993) and The Aquatic Games Starring James Pond and the Aquabats (Millennium Interactive, 1992), even though they may not have necessarily been the easiest or most suitable games for my tastes at the time. Sadly, as I mentioned, money was always an issue in keeping me from having a truly expansive Mega Drive library; I borrowed a few titles I never actually owned, like Taz in Escape from Mars (HeadGames, 1994) and Street Fighter II’: Special Champion Edition (Capcom, 1993) but, while I played the likes of Golden Axe (SEGA, 1988) and Zool: Ninja of the Nth Dimension (Gremlin Graphics, 1992) on the Amiga, I never actually owned them for the Mega Drive back in the day.

My original mega Drive still sits proudly in the actual, physical game corner.

Thus, once we tore down our unused garage and had a little log cabin built and my dream of having an actual, physical game corner quickly became a reality, I knew what my first priority would be: to build a respectable library of physical, complete Mega Drive games to play at my leisure. It’s an expensive and long-winded process thanks to the fact that complete versions of Mega Drive games can be quite expensive but it’s a much easier prospect than collecting for Nintendo’s 8-, 16-, and 64-bit consoles as Nintendo favoured flimsy cardboard boxes for their games so the only Mega Drive game you really have to worry about having a battered or ripped box is Sonic & Knuckles. I first made my steps towards building this library when I finally bought a boxed and complete version of Sonic 3 a few years ago and, since then, the collection has grown slowly, but steadily. I’m prepared to play the long game when it comes to completing my collection as, while my Odroid console is great for emulating thousands of games and there’s plenty of ports or collections of classic Mega Drive titles available for modern consoles, there’s nothing quite like seeing a shelving unit full of those gorgeous, bulky, black or blue boxes and slotting a physical cartridge into that very same Mega Drive my parents gifted me all those years ago.

What are your memories of the SEGA Mega Drive? When did you first play or own one and which model did you have? Perhaps you preferred Nintendo’s consoles; if so, why and share your memories of those days? Do you also believe that SEGA might still be something of a competitor in the home console industry had they avoided the 32X and the Saturn or do you think their downfall was inevitable given how crowded and competitive the home console market became? What are some of your favourite Mega Drive titles? How are you celebrating this momentous day today? No matter what your thoughts, please feel free to share your opinions and memories of the Mega Drive and this era of gaming below.

Game Corner: The Evil Within 2 (Xbox One)

Released: 13 October 2017
Developer: Tango Gameworks
Also Available For: PC and PlayStation 4

The Background:
After a long and illustrious career at Capcom in which he created and spearheaded the Resident Evil franchise (Capcom/Various, 1996 to present), Shinji Mikami left to help found Tango Gameworks in a bid to develop new properties and titles, such as The Evil Within (Tango Gameworks, 2014). Although critical reception of the game was somewhat mixed, The Evil Within sold well enough to justify a sequel, which began development shortly after Mikami’s team had finished up working on the first game’s downloadable content (DLC). In response to some of the criticisms regarding the first game’s convoluted plot, the team sought to make The Evil Within 2 more comprehensible while also placing greater emphasis on psychological horror elements. Despite a much shorter production period and some notable technical hiccups, The Evil Within 2 fared much better with critics than its predecessor and was generally regarded to be an improvement over the original.

The Plot.
Three years after the events of the first game, Sebastian Castellanos has left the Krimson City Police Department and continues to be haunted by his experiences. Driving to alcoholism by the death of his child, Lily, and the break-up of his marriage, he reluctantly agrees to re-enter the nightmarish world that plagues his dreams when it is revealed that Lily was actually being used as the Core for a new STEM system.

Gameplay:
The Evil Within 2 is, fundamentally, extremely similar to the first game but also noticeably different in many ways. Where the first game really emphasised a twisted, nightmarish world where anything was possible and that was populated by a variety of gruesome creatures and restricted your resources to keep you constantly fighting for survival, The Evil Within 2 is much more linear and action-orientated title. The difficulty setting you pick for your playthrough will determine how much ammo and damage you can take, which is pretty standard, but even on the “Normal” difficulty, “Survival”, there’s quite a bit of ammo, crafting items, and opportunities to replenish your health through the game, certainly more than in the first game.

The game’s controls are largely the same as before but tweaked for the better.

Control wise, however, the game is basically exactly the same; you can aim your weapon with LT, shoot with RT, and reload with X, and interact with your environment with A but, this time around, your melee attack is also mapped to RT and Y brings out your Communicator, which allows you to lock on to signals and help lead you towards objectives and objects of interest. Thankfully, you no longer need to worry about burning bodies so, rather than tossing matches with B, B activates your flashlight (Sebastian is no longer hampered by a large lantern this time around), though you can still sprint by pressing in the left analogue stick.

Stay low and sneak around to avoid detection and perform an instant kill move.

Like before, stealth and taking cover is a big part of the gameplay; you can snap to nearby cover by pressing the Right Bumper and shift from cover to cover by pressing up on the left stick. Pressing in the right analogue stick will see you crouch down and sneak around and, when enemies are nearby, you’ll again see the return of the eye-themed “Enemy Alertness” icon that will help you to know when you’ve been spotted. This time around, though, it is much easier to spring away from enemies and out of sight to keep them from pursuing you and there are far ore opportunities for you to sneak up behind enemies and perform a one-hit Sneak Kill, and you’re also given the option to enable or disable an “aim assist” that is super helpful in targeting enemies but combat is much more fluid and far less awkward this time around even without this.

Save areas have now been expanded into two locations to allow you to heal up and upgrade you attributes.

Interestingly, the game also offers the option to enable a first-person perspective; I didn’t play with this as first-person games aren’t really my thing but there was a point in the story that forced you into this perspective and it’s unusual to see this feature included in a game, so it’s interesting, if nothing else. There are far opportunities available to you to heal and craft resources; by exploring your environments, you’ll find Weapons Parts, gunpowder, fuses, and other items that can all be used in workbenches in “Safe Houses” to craft ammo and upgrade your weapons. In these Safe Houses, you’ll usually find similar resources to top up your inventory and will always find a coffee maker, which will fully refill your health with one soothing sip. You can’t abuse this mechanic, however, as it takes time for the machine to refill but you can warp through a cracked mirror like in the last game. This takes you to Sebastian’s office, where you can view documents, slides, access another workbench, and upgrade Sebastian’s other abilities (such as health and stealth) using the torture chair from the last game. In both Safe Houses and Sebastian’s office, you’ll find a terminal for you to insert your Communicator and save but, like before, the game is pretty generous with autosave points.

The addition of a Communicator, map, and waypoints makes navigation a breeze this time around.

The Communicator is a pretty big addition to the game and, yet, paradoxically not that integral at the same time. At a number of key moments in the story, you’ll have to hold X to tune into a frequency that will lead you to your next story-based objective and Sebastian will often stop (or continue walking) to chat with the game’s various non-playable characters (NPCs) and expand the story. Perhaps the best addition to the game is the inclusion of a map, which is accessed from the inventory menu; from here, you can see a simple to understand layout of the immediate area, key locations like Safe Houses, and set up a waypoint marker that allows you to easily navigate towards any location. It’s amazing how much of a difference this makes, though it is slightly unnecessary as the game is far more linear than the first game despite the fact that you’re often exploring much larger and more open areas this time around.

Access your weapons on the fly without fear of attack and chat with NPCs for side quests and exposition.

The heads-up display (HUD) remains very similar to the last game and is noticeably sparse to help with your immersion in the game but, this time, you can completely disable it (and all onscreen indicators) from the game’s settings. When you access the “Arsenal Menu” with the Left Bumper, the game actually pauses to allow you to time to select weapons or map them to the directional pad for quick access, which is super helpful. Later on, you can also craft ammo on the go from this menu as well, though it costs you more Weapon Parts to do this on the go as opposed to at a workbench. When talking to NPCs, you’ll often be given a number of different dialogue options that allow you to learn a bit more about these characters, the world around them, and activate side missions. Thankfully, you can skip through or ignore these entirely if you want and the game’s plot and ending don’t really change based on your choices.

Puzzles are few and far between and extremely simple, even when compared to the first game.

The first game was often littered with traps, many of which would kill you in a heartbeat, but the same isn’t true for The Evil Within 2. There are only a handful of moments where explosive trap wires will dog your progress (this time around, you can’t disable them and must simply duck under them or trick enemies into tripping them on your behalf) and absolutely no instant death traps, which is nice but also removes a lot of the tension and trial and error. The most consistent trap you’ll have to navigate is a series of electrified wires that require you to duck under and inch around to reach your target but one area that did slightly stand out was when you were forced to don a gas mask and forgo the use of your firearms to avoid causing a fatal explosion. There are also a few more instances where you’ll be asked to mask buttons (usually just A) to open doors, pull levers, or turn cranks or rotate the analogue sticks to line up frequency waves to open doors but puzzles are generally extremely simple (even more so than the last game) and boil down to maybe finding a key, flicking switches in the correct order, using a door’s markings to decode a cipher, or shooting a Shock Bolt at a fuse box to open a door.

The game is much more linear but there are still opportunities for exploration..

Gameplay is broken up a little bit but has far less variety than in the first game; alongside the aforementioned brief first-person sequence, there is one moment where you and Esmeralda Torres have to hold out against waves of enemies but you’re never asked to take the controls of a mounted machine gun or battle enemies on a moving vehicle or distract larger enemies with bodies this time around. Instead, the emphasis is largely more on exploration; there are numerous instances where you must access a computer and travel through “The Marrow” (which is a sparse, poor attempt at masking a loading screen) to access an underground bunker and different areas of the town of Unity and you’re generally given free reign to explore, which can lead to you partially completing side quests without realising it. As you explore, you’ll get notified whenever your Communicator picks up a signal, which can lead you to viewing “Residual Memories” to understand a bit more about STEM, Mobius, and Unity and the usual documents, newspaper clippings, and diaries will also help flesh things out but it can’t be denied that the story is much less complex this time around.

Graphics and Sound:
Honestly, The Evil Within 2 doesn’t look that much different to its predecessor; character models are really well done and lifelike (though Sebastian remains a visually uninspiring character) but, despite areas being much bigger, the game’s environments lack much of the foreboding atmosphere and horrific imagery of the first game.

While surreal imagery is still prominent, it’s not as visually interesting or macabre as before.

Unity is quite an uninspiring town; though the influence of the game’s first antagonist, Stefano Valentini, is often felt through the presence of disturbing pictures, a giant camera eye lens in the sky, and murdered Mobius agents frozen in time and staged as “art”, the more bizarre aspects of STEM (twisted hallways, crumbling cities and landscapes, and macabre, nightmarish locations) are downplayed in favour of more sterile locations. The game progressively gets more warped and strange as you progress, though, and by the time you reach the final chapter you’ll be wandering around Unity as it collapses around or and through a desolate limbo trying to rescue Sebastian’s wife but I have to say that I miss the emphasis on gore and disgusting, disconcerting imagery over The Evil Within 2’s more subdued and cerebral presentation.

Graphically, the game doesn’t seem much better than its predecessor and is arguably worse in a lot of ways.

The enemies also suffer a bit because of this; before, they were twisted, terrifying creatures that drew inspiration from a wide variety of media and came in all different variants but here they’re mainly just moaning zombies or flaming brutes. That’s not to say that there aren’t some disturbing enemies and locations in the game (the Obscura and Anima are two of the more horrific enemies and the stronghold of the game’s true antagonist, Father Theodore Wallace, is like a Lovecraftian cathedral) but the problem is that they’re just not as prevalent or as immediately creepy as in the last game. It’s telling, to me, that the finale sees Sebastian forced to relive a few key encounters from the first game and seeing the return of the Keeper enemy only served to reinforce how the sequel’s creature designs are somewhat lacking compared to the original. Add to that the fact that I glitched through some steps once, that there was occasionally a delay in textures loading and graphics popping up around me, and the fact that the game flat out soft locked on me once right before I was about he save and The Evil Within 2 seems like a bit of a step back in terms of its presentation despite appearing to be bigger and the gameplay largely being much more fluid and enjoyable.

Enemies and Bosses:
The enemies in The Evil Within 2 are known as “The Lost” and, as mentioned previously, are far less visually interesting than in the last game, where the looked like weird Cenobite/zombie hybrids that had crawled out of some nightmarish fever dream. Shambling, zombie-like creatures, the Lost shuffle about and are generally found tearing into corpses, wandering around, or rising from apparent death. They were charge at you if they spot you, throw you to the ground, attack with knifes or axes, and like to try and take a bite out of your neck but, as also mentioned, it’s pretty easy to outrun them, stealth kill them, and take out large numbers using explosive barrels, setting fire to oil pools, or electrocuting them by shooting Shock Bolts into pools of water.

Enemies, while still horrific at times, seem much more generic and predictable compared to their predecessors.

While many of the game’s creatures leave a lot to be desire, there are some interesting and disturbing enemies on offer here: Spawn are gruesome, scuttling corpses that leap at you with their huge jaws full of sharp fangs; Hysterics attack you with knives; the bulbous Glutton creatures will explode when they reach you or are attacked; and the Disciples cause additional damage thanks to their flaming bodies. You’ll also occasionally be tormented by the onryō-like Anima who, similar to Ruvik in the last game, appears every now and then and is completely immune to your attacks; she also drains your health if she gets close to you and forces you to crouch and dash through an ever-shifting maze and you’ll also have to sneak around the glob-like Watcher at one point (or risk trying to kill it by shooting it in the face).

The monstrous Guardian is a nightmareish mish-mash of linbs and giggling heads with a buzz saw for a hand!

Similar to the last game, the game only really features a handful of bosses, many of which function more like sub bosses and return as regular enemies after being defeated. The first of these you’ll encounter is the abominable Guardian, a gruesome miss-match or bodies and limbs that wields a buzz saw for a hand and pursues you relentlessly at the beginning of the game. Later, you’ll be forced to battle one outside of Cit Hall but, while there’s lots of ammo, health, and places to get a reprieve nearby, you can also dart down an alley way and cause it to be damage by trap wire traps as you escape into the building through a side door. Similarly, you’ll battle the flamethrower-wielding Harbinger first as a boss (where you can shoot at the fuel tank on its back to disable its weapon and set it alight and use nearby levers to douse its flames with the sprinklers overheard) and then as regular enemies out in the streets.

It’s a shame more of the game’s enemies aren’t as disturbing as these bosses…

The aforementioned Obscura also appears more than once; this demonic creature is one of the game’s most striking and memorable monsters in the game and resembles a weird, mangled corpse with an old style camera for a head! It scuttles about on the ceiling in the first encounter and you’re forced to hold it off and survive while waiting for an emitter machine to activate and, if you’re caught in its camera flash, time will slow to a crawl, allowing it to grab at you and attack you. Later, you’ll also encounter the monstrous Effigy, which merges with a nearby telephone pole and tries to smash you with both the pole and its claw-like hands.

After getting past Stefano, you’ll be tasked with fending off some familiar faces from the first game.

When you finally confront Stefano, the battle is one of the more subdued in the game in its first phase, which sees him teleport around his gallery in a puff of smoke and slashing at you with his knife. Once enough damage has been done to him, though, he’ll distort the area into a hellscape and get backup from his gigantic camera eye. Later, during your pursuit of Theodore, you’ll be forced to battle the chainsaw-wielding berserker (more of an interactive cutscene where you simple press A to slice him in two), three of the Keepers (easily dispatched with your more powerful weapons), and even Laura from the first game. This latter battle takes place in the furnace as before but, by that point, you’ll have access to a flamethrower than can make short work of her, too.

Myra’s horrific final form is a much more difficult finale compared to the simplistic battle against Ruvik.

Battling the Effigy is basically a taster of the game’s final battle against Sebastian’s corrupted with, Myra, who transforms into a similar gigantic creature for the finale. Unlike the final fight against Ruvik, this actually requires you to use your own weapons and ammo and a far greater degree of skill as you have to dodge her massive arms and shoot at her stomach to expose her first weak spot. Destroy this and you’ll have to stomp a load of spiders (which will drop ammo and resources) before blasting her arm fro her torso. When this severed limb grabs you, you’ll have to shoot its glowing stump in slow motion before blasting the glowing weak spot in her head. Compared to Ruvik, it’s a much tougher and more involved boss battle but, even then, the game drags out its ending to an uncomfortable degree, featuring a number of long-winded cutscenes and even a brief sequence where you take control of Juli Kidman to shoot down some Mobius agents.

Power-Ups and Bonuses:
Like before, The Evil Within 2’s locations contain a great deal of resources for you to find by interacting with the environment and smashing wooden crates. Syringes and medical kits will restore your health and you can also find ammo, new weapons in special cases, and both the returning Green Gel and the brand new Red Gel. These can also be earned when, soon into the game, a shooting gallery becomes accessible from Sebastian’s office that places you in a simplisic recreation of areas from the first game and tasks you with hitting high scores to earn Green Gel, Weapon Parts, and other resources. Sebastian’s office also allows you to sit in the familiar torture chair and use your Green Gel to upgrade his abilities; this will increase your maximum health and stamina, your ability to recover both of these, and a number of new abilities. For example, you can upgrade to break free of an enemy’s grip with a bottle if you have one in your inventory, dodge out of the way of enemy attacks, perform Sneak Kills under cover of your Smoke Bolts, or Ambush Kills by stealthily approaching from cover. The Red Gel is used in this skill tree to unlock additional skill levels, which seems a little pointless but it gives you something else to look out for, I guess.

Weapons can be upgraded at workbenches at the cost of Weapon Parts.

From the chair, you can also use the keys you find by smashing special statues to once again open up lockers for additional resources. Many of the weapons Sebastian has access to return, or are very similar, to those from the previous game; he carries a knife for melee combat but can instantly kill enemies if he grabs a one-use axe or distract them by throwing bottles, which can now be stacked in your inventory. Very soon, you’ll get hold of a handgun and, in time, acquire such familiar weapons as a shotgun, sniper rifle (which I had very little use for), assault rifle, and the returning crossbow (now called the Warden Crossbow and capable of firing only explosive, smoke, shock, freeze, or harpoon rounds). Later, you’ll also grab a flamethrower and, after completing the game, gain access to the magnum but you can also find better versions of the handgun and shotgun by exploring your environments. Each weapon can be upgraded from a workbench using Weapon Parts; this allows you to increase their ammo capacity, firepower, and reloaded rate, among others, and this skill tree is similarly expanded with High Grade Weapon Parts. You can also find ammo pouches of certain corpses to increase your ammo capacity and, while pipebombs are missing, the Warden Crossbow is much more accurate and wieldy this time around.

Additional Features:
There are fifty-one Achievements available in The Evil Within 2, the majority of which are earned by simply playing through and completing chapters of the story mode. You’ll also earn Achievements for defeating a certain number of enemies (both in general and in certain ways, like with Stealth Kills and your crossbow bolts), upgrading weapons, and finding collectibles. There are a number of special items you can find that will appear in Sebastian’s office, which are tied to Achievements, and you’ll also earn them for clearing certain sections in certain ways, which will require you to reload a previous save point to pop them in one go.

A few unlockables and bonus content add a little replay value but there’s no additional story DLC this time.

Right off the bat, there are free difficulty levels to choose from; when you clear the game, you’ll unlock another, access to the magnum, 40,000 Green Gel points, and a number of skins for Sebastian (which, while nothing too groundbreaking, help to mix up subsequent playthroughs). By signing up for a Bethesda account, and depending on how you purchase the game, you can also access additional perks, such as the “Last Chance Pack” code, which adds a bunch of bonus items to your inventory but, most usefully, the ability to toggle on one-hit kills, infinite stamina, and infinite health. As you’re not penalised for using these “cheats”, the game is made a complete cakewalk with these activated and means you can stack Achievements by just ploughing through on the hardest difficulty without fear of being killed. Also accessible after clearing the game is “New Game Plus”, which carries over all of your upgrades and unlocks and skins and such to a new save file. Unfortunately, you can’t upscale the difficulty when playing New Game Plus and must, instead, start a new file to play on a harder difficulty. There is also no other downloadable content to expand the game’s story or add in new modes like in the last game, no unlockable rocket launcher, and, worst of all, you can no longer freely jump to the game’s chapters, which means that you’ll have to play through the game from the start to mop up any missing Achievements.

The Summary:
In many ways, I preferred The Evil Within 2 over the original; just the inclusion of a map and waypoint system makes it a much more user-friendly experience and the combat has been tweaked just enough so that you’re not hesitating to engage with enemies. The story, which focuses much more on Sebastian and makes him a far more proactive figure, is also far less convoluted (at least until the ending) and the options available for combat make it much more interesting to play. However, it’s undeniably a much more linear game despite how big the locations are and lacks a lot of the features that make The Evil Within interesting and horrific; enemies and environments are rather drab and uninspired, the puzzles are simple and barely a factor, gameplay variety leaves a lot to be desired, and it’s just far less disturbing than the original. Interestingly, while I found the first game frustrating at times, I didn’t consider it to be so hard that it needed cheats for infinite health and stamina and, while I appreciated these inclusions, making it so that you can finish the game and get all the Achievements with these activated really renders any tension redundant and I simply ran around melee attacking enemies and killing them in one hit to complete alleviate the survival aspects of the game as much as the developers eliminated the horror elements by toning down the macabre, disturbing visuals.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to The Evil Within 2? Do you think it was better, worse, or just as good as the original? What did you think to the change in presentation, mechanics, and tone? Were you disappointed with the enemy designs and presentation like I was or did you find it just as disturbing as before? What did you think to the story and the new antagonists? Did you play the game with the cheats activated; if not, what did you think to the game’s difficulty? Would you like to see another entry in this franchise or do you think it’s best left alone now? Whatever your thoughts on The Evil Within games, feel free to drop a comment below.

Game Corner: Saw (Xbox 360)

Released: October 2009
Developer: Zombie Studios
Also Available For: PC and PlayStation 3

The Background:
In 2004, writer Leigh Wannell and director James Wan brought us Saw, a psychological horror film in which two men find themselves trapped in a grimy bathroom, victims of the twisted John Kramer, also known as the Jigsaw Killer (Tobin Bell), and forced to play a demented game of survival where one must die or both must cut through their feet to escape their shackles. Saw was a surprise success; produced on a budget of $1.2 million, it grossed over $100 million at the box office, making it (at the time) the most profitable horror film in about eight years and kick-starting not only an ongoing horror franchise but also inspiring a whole other sub-genre of horror cinema, the “torture porn” genre. By 2009, Saw’s success had translated into six sequels that continued the story, each of varying quality. This, apparently, was the perfect time to capitalise on the franchise’s success with a puzzle-based, quasi-survival/horror videogame. While the game was initially announced in 2006, development stalled somewhat despite the creators of the franchise working closely on the game’s narrative, aesthetics, and gameplay elements. Konami eventually took over the production of the game, viewing it as a potential spiritual successor to their Silent Hill (Various, 1999 to 2012) franchise; however, while the game did well enough to get a sequel in 2010, it received little more than average to mediocre reviews at the time of release.

The Plot:
Disgraced police detective David Tapp, who ran afoul of Jigsaw in the first Saw movie, finds himself trapped in a former mental asylum at the mercy of the Jigsaw Killer. Forced to confront his mistakes and the demons of his past, he must solve a series of gruesome traps and puzzles in an attempt to earn his freedom.

Gameplay:
Saw is a third-person action/puzzle game with an emphasis on puzzle-solving, collecting items, and evading or smartly dispatching of a few foes similar to other survival/horror titles. Players are put into the shoes of a familiar character from the franchise who looks and acts absolutely nothing like the character as portrayed by Danny Glover; here, Tapp is far from the broken, semi-insane former cop with a  grouchy voice thanks to a scar across his throat and is, instead, more like a desperate, guilt-ridden cop.

Former detective Tapp finds himself trapped in one of Jigsaw’s demented “games”.

The game’s story is pretty standard Saw fare; Tapp must try to survive the asylum, which is filled with traps and other victims looking to kill him, solving puzzles and freeing victims chosen specifically to test Tapp’s morals and conscious. Unlike in the movies, though, you must past these tests and free these victims; they then promptly flee through means apparently unavailable to you and you continue on, learning a bit more about Tapp’s character and backstory as you go through Jigsaw’s cryptic taunts, audio tapes, and various documents and clippings found strewn throughout the asylum. However, while this does a lot to flesh out the Saw world beyond the movies and the game does a decent job at recreating the aesthetics of its source material, it’s tough to really enjoy it since Tapp controls like a lump of clay; slow, sluggish, and awkward, your options for exploration and combat are made needlessly complicated thanks to the game’s janky, tank-like controls (Tapp literally walks in reverse when you could back on the analogue stick) that see you jogging around the asylum at a listless pace as though the ground is made of sticky mud. Collision issues will see you sometimes clip into the environment or clip onto of it (the closest Tapp ever gets to jumping) and it can be difficult to navigate thanks to the grey, nondescript surroundings and next-to-useless map.

If you have to choose a light source, always choose the flashlight!

In true Saw fashion, your field of view is limited thanks to ambient, broken lighting, dark corners, and the asylum being little more than a blood, trap, and debris-strewn environment. To help with your navigation, you can acquire three different times to light your way; a lighter (which lights the immediate area a little bit, can cause certain barrels to explode, and goes out when you move too fast), a camera (which illuminates the immediate area in a burst of light but for such a brief period that it’s next to useless), and a flashlight (easily the best source of light as it lights up the largest area and is far more reliable). You can to manually activate these with the Y button, and have to do so every time you restart from a death, but often automatically lose them as the story progresses. Although Jigsaw saved him from the bullet that clearly killed him in the first movie, Tapp must still be feeling the effects as he’s quite a fragile man. A few blows from enemies will send him crumbling to the floor like a ragdoll, you need to constantly be alert from shards of broken glass that will drain your health, and he constantly runs afoul of Jigsaw’s many booby traps scattered throughout the asylum. If you don’t disarm the traps, you’ll get your head blown off, and if you can’t keep your balance you’ll plunge to your death at numerous points.

Combat is something you’ll come to dread in Saw thanks to the game’s sluggish controls.

Luckily, there’s a generous autosave feature and you can simply retry from your last checkpoint and Tapp can pick up bandages, a sewing kit, or bottles of water, or water fountains to instantly refill his health or carry around five syringes to heal your wounds. Combat, however, is a diabolical affair; luckily, there aren’t many enemies to engage with and they usually come at you one at a time because Tapp is a poor fighter in every sense of the word. Tapp can punch with his fists, swing destructible weapons, or shoot at enemies with limited ammo, or lure his enemies into traps to dispatch of them but you better be well prepared for when enemies come at you as they generally attack faster than you can “block” or “dodge” and faster than you cans wing, too. It also doesn’t help that the camera zooms in and kind of freaks out a bit when enemies appear, making it way too easy for you to get trapped in the environment or stuck behind a door or some piece of scenery. Most enemies go down pretty easily, which is helpful, and you can knock them down to finish them off or use the proximity alarms on their collars to blow their heads off but, more often than not, you’ll be trying to land a few strikes as quickly as possible and then backing away to clear some room. Often, I found fleeing from enemies caused them to either stand around aimlessly or despawn completely, which can be helpful, and you’ll often come across a number of enemies fighting with each other so you can sneak past or take care of whoever’s left.

Tapp must endure horrific injuries and situations to progress further.

In place of fighting hoards of enemies, you’ll be tasked with exploring your surroundings (carefully, to Jigsaw’s many instant-death traps), solving a few rudimentary puzzles before tackling Jigsaw’s more gruesome “games”. These range from shoving your hand into barrels of acid or toilet bowls fill of syringes to grab keys, attaching different-sized gears to access better weapons, pressing A, X, B, and Y at the right time or aligning certain screws to unlock doors and such, and (my personal favourite) aligning pipes to stop Tapp being gassed to death. Most of the time, solving these leads you to items and things of interest but you’ll also have to endure a few timed puzzles to progress further; these involve moving racks of pig carcasses before you freeze to death, shutting off steam valves, finding fuses to open doors of shut off electrified floors, bashing down weak walls and slipping through, trying not to get crushed to death, and rewiring fuse boxes.

Saw‘s puzzles are so commonplace that they quickly outstay their welcome.

While many of these puzzles are found throughout the game, some see you battling against the clock; linger too long and you’ll be caught in an explosion, which does help add to the tension and immersion of the videogame but the puzzles are always the same at varying levels of difficulty, meaning it all gets very monotonous very quickly. You’ll also often be tasked with using and exploring your environment to find clues, such as codes and keys for doors or other items to unlock sealed doors, which is very much in keeping with the movies but, again, these generally amount to you visiting a new area (that looks strikingly similar to other areas of the game), maybe navigating a few traps or variations of these same puzzles, dispatching the odd enemy or two, and then getting back to where you need to be. It’s not massively difficult since you pretty much see everything the game has to offer within the first hour or so and it’s not too difficult to find your way around, which is helpful as the game’s map is absolutely rubbish.

Graphics and Sound:
While Saw does a pretty good job of emulating the dismal, gritty, dank visual style of many of the Saw movies, in particular the first three films, and the environments look suitably “lived-in” and dangerous, the game really doesn’t look all that great. Character models are hopelessly low quality, using none of the voices or likenesses of any of the actors save for Tobin Bell, and resemble little more than flailing puppets at times. Cutscenes are little more than simplistic cutaways from the main action and all utilise the in-game graphics and models which, while giving the game come consistency and, again, aligning very closely with the fast-paced, frantic cuts of the movies, serve to only emphasise how lacklustre and mediocre the game looks.

As great as it is to see, and hear, Tobin Bell, Saw‘s graphics aren’t up to much.

Where the game excels, as with the movies, is in its depiction of graphic and gruesome death traps and the gravelly, alluring tones of Tobin Bell’s Jigsaw. Thanks to Bell providing near-constant commentary throughout the game, there’s a continual feeling of dread and suspense as you wonder what is waiting around the next corner or in the next area. While many of the puzzles do outstay their welcome, they’re always punctuated by Bell’s distinct voice and his presence definitely elevates the quality of the game…but not quite enough to ignore its many failings.

Enemies and Bosses:
Tapp isn’t alone in the asylum; he’s been trapped with other victims of Jigsaw’s game, all of whom have been told their only way to freedom is to kill Tapp and retrieve a key from his body. These enemies are few and far between but do have some variations; some have the reverse bear trap on their head, some have metal boxes over their heads, others wield weapons, some have explosives attached to their wrists or shotgun neck braces on that will explode you if you don’t keep your distance, and some toss Molotov cocktails at you. the fact that they can easily attack you without mercy and either kill you outright or knock you to your death makes even the game’s standard enemies a tough obstacle to overcome as you need to be well-prepared before engaging in combat, which helps make every enemy a meaningful encounter but also frustrating thanks to the game’s janky camera, collision detection, and combat controls.

The Pighead fight is the closest thing Saw gets to a traditional “boss” battle.

In terms of actual bosses, though, Saw only really has one encounter that could be deemed as a true “Boss battle”; as you progress through the story, you’ll catch sight of the infamous Pighead, an apprentice of Jigsaw, who haunts the asylum, trapping others in death traps and stacking the odds against Tapp. Eventually, you’ll have to battle the Pig head to get a key to progress; armed with a nail bat, Pighead can be a formidable foe but it’s just as easy to rush past him and lure him into a metal cage, lock him in, and then activate a switch to fry his ass alive. In place of traditional boss battles, each chapter of the game ends with Tapp having to same Jigsaw’s victims from death traps; the first of these is another familiar name (though not a familiar face), Amanda Young, and straight away this trap sets the tone for how annoying Saw can be. Amanda and Tapp are both strapped into a machine and the player must cause red or blue antidotes to correctly drop to the left and right, respectively, using the shoulder buttons. This can be a tedious task as it’s not very clear how to do this and you only get about three chances to make a mistake before you fail and must retry from the beginning. The trap’s difficulty spikes in the second stage where you’ll have to sometimes guide two blues and two reds to the same pathway, which means a lot of forward planning and trial and error.

Many of the games are simply harder versions of Saw‘s regular puzzles.

To rescue Melissa Sing, you’ll have to solve three magnetic maze puzzles before she’s chopped to pieces. If you had one of these games as a kid, this trap isn’t too difficult, especially compared to the previous two traps, but it can be tricky to find a safe path to the spiral symbol that is your goal as it’s often not possible to avoid moving over an x strike and speeding up the threat to Melissa’s life. Three of the victims require you to solve increasingly-difficult variations on common puzzles found throughout the game; the gear puzzle, the fuse box puzzle, and the pipe dial puzzles. How difficult you find these traps will depend on your skill at solving these different puzzles but the ones found in these traps are of considerable difficulty, at times, thanks to being much more complex than those you’ll find elsewhere in the game. While they aren’t massively difficult, it can be tricky to remember the order and sequence needed to quickly solve each part and move on to the next mini game before time runs out; it also doesn’t help that the game constantly cuts away from the mini game so you can see the victim suffering further or edging closer to death the longer you take.

The final test is a question of matching images, which are always randomised for extra frustration.

The final victim can only be freed by matching up items on television screens; shotgun shells must match with a shotgun, for example, and a severed foot with a saw. While this isn’t as difficult or as stress-inducing as some of the other traps, it is frustrating as you only get some many chances to make mistakes and the images are randomised with each retry, making it a tedious game of trail, error, and luck as you’re all-but-guaranteed to make at least one mistake when solving this puzzle. Once you complete this test, though, the final test is yours as you must choose between two doors, “Freedom” and “Truth”, with each one leading to a suitably bleak ending for Tapp and the game in general.

Power-Ups and Bonuses:
Tapp certainly has the odds against him; in keeping with the game’s close adherence to the source material, you won’t find anything helpful like shields or speed-ups here. Instead, you must explore and solve puzzles and search everywhere for health-restoring items or weapons. Though he can bash enemy’s heads in with his bare fists, Tapp isn’t much of a pugilist so it’s best to grab one of the many weapons found throughout he asylum; you can grab steel pipes, crowbars, shovels, bottles (and use your lighter to create a Molotov cocktail and set enemies alight), table legs, hatchets, mannequin arms, and nail bats to break and bludgeon over your enemy’s skulls.

Use a gun, a variety of bombs, or re-wire Jigsaw’s traps to tip the odds in your favour.

These weapons will break apart the more you use them but, luckily, there’s often another weapon nearby or to be retrieved from a downed enemy. You can also obtain a revolver at a couple of points; you only get six shots, though, so it’s best to sue this weapon wisely as it’ll pretty much kill any enemy (bar Pighead) in one shot. You’re also able to cobble together traps of your own to stun, gas, and explode enemies though I found this more cumbersome and annoying than useful; it’s far more useful to simply rearm one of Jigsaw’s existing traps to blow or fry enemies away quickly and efficiently.

Additional Features:
Saw comes with forty-six Achievements for you to earn; many of these are can’t be missed as long as you complete the game’s story mode while others require you to defeat a certain number of enemies, use every weapon in the game, and unlock a certain number of doors. They’re not especially difficult to get in one playthrough and you can always load up a previous chapter to get any you’ve missed by killing the same enemy over and over again. Although Saw comes with two difficulty modes, there’s no real reason to play the harder difficulty as there’s no Achievement tied to it. You can also go into the “Features” menu to view character, environment, prop, and trap concept art, if you like that sort of thing, but that’s about it.

The Summary:
I am a big fan of the Saw franchise; I find the character of Jigsaw intriguing and fascinating because of how skewed and warped his motivations and philosophies are and the gruesome death traps make for some of the most horrific pieces of horror cinema in recent memory. Sadly, while Saw does go to a great deal of effort to match and recreate the look, feel, and atmosphere of the movies it is based on and part of, it fails to really hold the attention for too long. The game is average, at best, and a frustrating mess at worst; with a dodgy camera, janky controls, wonky physics, and a piss-poor combat system, Saw could have been a tense and atmospheric survival/horror game with a focus on numerous increasingly tough, imaginative puzzles but is, instead, an uninspiring experience that is over pretty quickly, adds little to the lore, and requires very little from you other than battling past the game’s screwy controls and mastering a handful of different puzzles until you reach which depressing ending you choose to indulge.

My Rating:

Rating: 1 out of 5.

Terrible

Did you ever play Saw; if so…why, and what did you think of it? Did you struggle with the game’s presentation and gameplay or did you actually enjoy it for what it was? Are you a fan of the Saw franchise? Which of the films do you think is the best, or how would you rank the movies? Whatever you think about Saw, drop a comment below.

Game Corner [Back to the Future Day]: Back to the Future: The Game: 30th Anniversary Edition (Xbox One)


In Back to the Future Part II (Zemeckis, 1989), Marty McFly (Michael J. Fox) travels to October 21, 2015, which is known as “Back to the Future Day” to celebrate the franchise and science.


GameCorner

Released: 13 October 2015
Originally Released: 29 September 2011
Developer: Telltale Games
Also Available For: Mobile, Nintendo Wii, PC, PlayStation 3, PlayStation 4, Xbox 360

The Background:
The Back to the Future trilogy is one of the most beloved, iconic, successful, and influential film trilogies, and science-fiction movies, of all time. Sitting in a rare category where each film is as good, if not better, than the last, the trilogy made over $960 million in worldwide gross and has seen numerous adaptations in comic books, cartoons, and other media. For years, talk and rumours of a sequel and reboot have, thankfully, been shot down by both co-writer Bob Gale and co-writer and director Robert Zemeckis. Despite this, a pretty decent animated series and a series of comic books could have been seen as the official continuation of the films until Telltale Games secured the license to create videogames based on some of Universal Pictures’ most successful film franchises. With Gale brought onboard as a story consultant and reworking several of Zemeckis’ original concepts for Part II, the game has been stated to being the closest to a fourth film fans can expect but also taking place in an alternative timeline in the Back to the Future multiverse. With Christopher Lloyd returning to voice his iconic character Doctor Emmet “Doc” Brown and even Michael J. Fox popping up in a cameo appearance, Back to the Future: The Game featured music ripped straight from the films and an extremely faithful recreation of the trilogy’s distinct visual aesthetic despite its cartoonish graphical style. The game was originally released in five individual, downloadable episodes before being collected in a physical edition and, a little later, re-released for the next generation of consoles with Thomas F. Wilson returning to lend his voice to this updated release. Though the game was eventually delisted after the closure of Telltale Games, it received generally positive reviews upon release and, despite some reservations about certain aspects and mechanics of the game, it was Telltale’s most successful title prior to the release of The Walking Dead: The Game (Telltale Games, 2012).

The Plot:
Six months after the events of Back to the Future: Part III (Zemeckis, 1990), Doc Brown has gone missing and is presumed dead. However, when his DeLorean time machine randomly reappears in 1986, Marty McFly travels back to 1931 to find his old friend and bring him home only to run into Doc’s younger self, his own father as a youth, and inadvertently create a dystopian alternative timeline that the two must work together to repair to finally return back…to the future.

Gameplay:
Back to the Future: The Game places you firmly in the role of Marty McFly, the young protégé of crackpot scientist “Doc” Emmet Brown. As Marty, you’ll explore various locations and time periods in the fictional town of Hill Valley, interacting with both new and familiar Back to the Future characters, solving rudimentary puzzles, and obtaining and using items to progress the plot further. Telltale Games were famous for creating digital adventures games, essentially interactive movies, rather than traditional action-orientated videogames. My experience with their titles has, so far, been limited to playing free episodes of some of their other titles and Back to the Future: The Game is the first time I’ve sat down and played one of their games from start to finish.

Player interactions seems more of an emphasis than in other Telltale Games.

Interestingly, Back to the Future: The Game plays very differently from the Telltale Titles I’ve played before; unlike titles like Batman: The Telltale Series (Telltale Games, 2016), Back to the Future features much more emphasis on exploration and player movement over quick-time events or altering the story through a variety of responses. Sadly, though, the game’s controls are quite stiff and clunky; Marty plods around like wading through thick sludge and, while you can hold B to “run”, you’ll never move much faster than a sluggish pace. Considering the game is a glorified point-and-click adventure rather than an action-packed game, this isn’t a massive issue except that the game’s dodgy camera and some awkward map layouts can make it more of a chore to control Marty than it needs to be and I found myself getting unnecessarily turned around or confused thanks to the camera’s positioning or stuck on parts of the environment.

Sadly, you can’t skip cutscenes, which can make repeated playthroughs tedious.

As the game was originally released in five separate chapters, this collected edition is similarly divided in such a way; from the main menu, you can select any chapter at any time and begin a new game as you wish but you’ll need to make liberal use of the game’s save function if you want to earn all of the game’s Achievements with a minimum of fuss as there’s no way to jump to different parts of each chapter. This also affects the game’s replayability as there’s no way of skipping cutscenes or quickly advancing through story elements, which can make subsequent playthroughs far more tedious than they need to be and make gameplay frustrating when you’ve made a mistake and have to sit through entire cutscenes or lines of dialogue with no way of skipping them.

It can be amusing to try out different dialogue options and items just for the hell of it.

As far as I can tell,  unlike other Telltale Games, there’s no way to really “lose” when playing Back to the Future: The Game; even if you fail to figure out some puzzles or events, you won’t get a traditional game over screen and can simply continue until you get the right sequence or choose the right dialogue option. It can be amusing to select the wrong option and see how characters react or to try and use various items on other characters or parts of the map as Marty, or other characters, will generally have something funny to say or will chew you out for being stupid. The bulk of Back to the Future: The Game’s “action” is made up of character interactions and interacting with the various detailed environments you find yourself in. You can talk to and interact with pretty much everything, learning more about these familiar and new characters and the various timelines Marty ends up in, which can be fun and interesting. Generally, you’ll pick up subtle hints and tips by talking to certain characters but you can also enable or disable in-game hints and mission objects to give you a vague idea of where you need to go and what you need to do. Because of this, it can sometimes be a little difficult to figure out exactly what it is you need to do; you can take your time and explore multiple options at your leisure but, if you’re chasing Achievements, you might want to use a guide as there are a lot of missable Achievements in this game and it can be tiresome having to play through the majority of one of the game’s five chapters just to get to the part you need.

It can be awkward to target people and items with the game’s clunky controls.

Compounding the issue is that the game’s interface is quite clunky at times; you can access your inventory at any time with X. From here, you can examine items and place them into your hands to use on other characters or your environment but, oddly, items will automatically remove themselves from your hands after a few seconds, which gets very annoying as you might find an item you need to use has randomly vanished from your hands right as you need to use it. Similarly, it can be difficult to interact with characters and other elements thanks to the game’s clunky “targeting” system; as you wander around, points of interest will be automatically highlight so you can interact with them but your point of interest might suddenly switch as you get closer, meaning you talk to the wrong person at the wrong time. By holding down the R trigger, you can see every element in the immediate area highlighted and use the right analogue stick to select the one you want but I found this to be equally awkward and clunky and that it was generally easier to just position myself near where I needed to be and edge myself closer to my intended target.

Some of the game’s puzzles are needlessly obtuse and annoying.

Even without these issues, some of the game’s puzzles can be needlessly frustrating; most are a simple case of talking to the right people to learn what you need or where to go but others involve pressing panic switches at the right time, selecting items around your environment to distract other characters, or finding certain items to convince a character to help you. While most of them boil down to a simple case of trail and error, and some are quite fun (like getting into a play-off against Marty’s rival and recreating his iconic and elaborate guitar performance from the first film), others are extremely complex or annoying. In particular, you’ll be required to listen out for certain code words from Doc’s younger self to correctly make rocket fuel (which must be done flawlessly to earn an Achievement), tediously manipulate your environment to create an incriminating Mind Map, or rescue your younger father with as little disruption as possible.

Graphics and Sound:
Like all Telltale Games, Back to the Future: The Game utilises a distinctly cartoony visual aesthetic that takes the general likeness of the franchise’s iconic characters and transforms them into amusing and charming caricatures of themselves. It’s a unique aesthetic, to be, sure and, while it does work for this style of game, characters can tend to look a little…off, at times, plodding and jerking around like marionettes and looking quite basic. I also noticed a few oddities and graphical glitches at times, such as items not breaking like you might realistically expect, background elements glitching out, or items and graphics randomly vanishing from cutscenes.

The graphics and aesthetic are decent if a bit bland at times.

The game’s environments can be quite bland, at times, but all the iconic locations you remember from the films are here: Marty’s house, Doc’s lab, and, of course, the iconic clock tower and town square. While the maps and environments aren’t especially large, they are varied in that you can enter different buildings in different chapters to learn more about different characters, and there’s generally a lot to do, see, and interact with despite how empty and lifeless some of the locations can be. It’s simple but largely very effective and, thanks to the game visiting new time periods (mainly 1931 and another alternative timeline), adds new wrinkles to the lore of the franchise.

The game’s soundtrack and voice acting elevate it and add to its appeal.

Honestly, my only real complaint with the game’s visual style is that Marty takes his appearance largely from the first movie; I don’t know why it is that so much Back to the Future merchandise only ever seems to recreate his attire from the first film rather than giving him a new look but it’s a little disappointing so I was glad to see him dress in period-appropriate clothing as the story progressed. Of course, what really makes Back to the Future: The Game an attractive prospect is the top-notch voice acting (A.J. Locascio does a great Michael J. Fox impression, Lloyd is fantastic as always as Doc (if noticeably aged in his gravelly delivery), and Fox himself even crops up in the game’s final chapter for a voice cameo) and the soundtrack, which is largely comprised of Alan Silvestri’s iconic score from the movies. It’s just a shame, then, that a lot of the game’s dialogue is muted or drowned out by the music or sound effects, meaning you may need to adjust the audio settings from the main menu.

Enemies and Bosses:
Given the nature of the game, there aren’t traditional enemies or bosses as in other videogames; instead, as per the plot, you will be stopped or obstructed by numerous characters who require you to say the right thing, bring them certain items, or you to perform a certain action before they will help you or let you pass. As you might expect, you’ll run into Biff Tannen and his various ancestors and incarnations throughout the game’s story. His father, mobster Irving “Kid” Tannen is one of the game’s primary antagonists while you’re back in 1931. You’ll need to work with Marty’s father to get Kid arrested, lie to him about your credentials as a mobster, and set up an elaborate series of events to burn him out of a high-rise window as he shoots at you with a Thompson machine gun. After Marty and Doc inadvertently alter their future, you’ll also have a confrontation with Biff and his newly-acquired brothers, dodging swings from their baseball bats until you can get them all in position to be electrocuted.

Citizen Brown is an antagonistic version of Doc who plots to keep his timeline intact.

After altering the past in 1931, Marty crash-lands in an alternative version of his present in which Hill Valley is a veritable utopia thanks to a stringent police state lorded over by none of than a heavily altered version of Doc, known as “Citizen Brown”. While Marty is able to win Doc over and make him see that his dreams have been perverted by his new wife, Edna Strickland, this version of Doc later grows directly antagonistic when he has second thoughts about restoring Marty’s timeline. This leads Marty into directly opposing his friend and mentor to ensure that Doc’s younger self stays on the path towards science rather and societal correction.

Edna comes in many forms and is the game’s primary antagonist and all-around pain in the ass.

As a result, the game’s primary antagonist turns out to be Edna Strickland, a seemingly harmless character in the game’s first chapter who ends up manipulating Doc’s brilliance into brainwashing the “hooligans” of Hill Valley into being more law-abiding and docile civilians. So committed against sin and vice is Edna that it leads her to not only burn down the local speakeasy, setting in motion the events of the game’s plot, but also stealing the time machine and accidentally erasing Hill Valley from existence. When Doc and Marty travel back to 1876 to confront her, they must manipulate her fragile state of mind to learn the date and time of her arson to set things right, which ultimately leads to the player having to set up an elaborate trap involving sand bags and a chandelier to end her misguided plot.

Power-Ups and Bonuses:
As an interactive movie, there aren’t really any power-ups in the traditional sense of the word to be found. Instead, as you interact with others and further the plot, you’ll acquire a variety of items to be used in specific situations. Some of these will need to be handed to Doc’s faithful dog, Einstein, to progress the story or set up distractions and events you need to move the plot along, others will need to be brought to specific characters to convince them to help you or otherwise alter their destinies.

Additional Features:
There isn’t really much else to Back to the Future: The Game; as mentioned, there are a number of Achievements to acquire, with a lot of them being easily missed without a guide, which is probably where the bulk of your next playthrough will be concentrated. Don’t get me wrong, the game’s story (essentially a new take on the familiar story beats of the original trilogy) and the voice acting is entertaining enough to warrant another playthrough but, as you can’t really affect characters in the same way as in other Telltale Games, there isn’t as much incentive to try different dialogue options as in the studio’s other releases. The 30th Anniversary Edition of the game also comes with a behind the scenes video…that can no longer be viewed as the servers and Telltale’s website have long been shut down. I would have expected this edition of the game to come with, at least, a gallery of concept and development art but apparently this was too much to ask for and you simply get a questionably improved version of the base game.

The Summary:
Your enjoyment of Back to the Future: The Game will most likely depend on how enjoyable you find glorified point-and-click adventures and your level of patience. It’s not an especially hard or lengthy title (each chapter takes maybe an hour or so, depending on how you get on with the game’s vague hints and fetch-quests), nor or is an especially attractive or complex game, but it’s a fun enough distraction for what it is, with far more required of the player than other Telltale Games I’ve played. What elevates the game is, of course, the voice acting and the level of fidelity it has to its source material. As a continuation of the trilogy’s storyline, the game works incredibly well, advancing each character’s story while still exploring new, unseen avenues into their pasts and characterisation. Like Ghostbusters: The Video Game (Terminal Reality/Red Fly Studio, 2009), Back to the Future: The Game is a worthy continuation of a beloved franchise that is let down only by some graphical and gameplay hiccups and, perhaps, the genre of game the films have been adapted into. Had the game, perhaps, mixed up some of its methodical pace and adventure aspects with a few more action-orientated sections (like actually driving the DeLorean or taking part in one of the iconic chase scenes) and had some actual branching pathways, it might have been even better but, as is, it’s an inoffensive and decent enough little game.

My Rating:

Rating: 2 out of 5.

Could Be Better

Did you ever play Back to the Future: The Game? If so, what did you think of it? Did you find any oddities or get scuppered by the odd camera and control scheme? What did you think of its plot and attempts to continue the Back to the Future trilogy? Which Telltale Game, or Back to the Future film, is your favourite and why? How are you celebrating Back to the Future Day today? Whatever you think about Back to the Future, feel free to share your thoughts in the comments below.

Game Corner: The Evil Within (Xbox One)

Released: 14 October 2014
Developer: Tango Gameworks
Also Available For: PC, PlayStation 3, PlayStation 4, Xbox 360

The Background:
Shinji Mikami joined Capcom in 1990 and worked on a number of successful handheld, 8- and 16-bit titles during his first six years with the company. In 1996, though, Mikami developed the first Resident Evil (Capcom, 1996) videogame, which not only popularised the “survival-horror” subgenre but was an incredible success upon release. Since then, Mikami spearheaded or was heavily involved in Resident Evil’s sequels and spin-offs, including taking over as director of Resident Evil 4 (Capcom Production Studio 4, 2005) and changing the direction of the franchise. However, by 2010, Mikami had left Capcom to develop new properties and titles under Tango Gameworks; the first of these was The Evil Within (known as Psycho Break in Japan), a title which Mikami aimed to return to the roots of the survival-horror genre, which had become increasingly action–orientated over the years. Despite some criticism regarding technical issues, The Evil Within was received rather favourably; while some struggled with the game’s difficulty and convoluted plot, the atmosphere and horror elements were notably praised. The game was also the second-best selling game in the United Kingdom upon release and earned an even more highly regarded sequel in 2017.

The Plot:
After arriving at a brutal massacre, Detective Sebastian Castellanos is pulled into a distorted world full of nightmarish locations and horrid creatures after pursuing a mysterious, seemingly supernatural hooded figure known as Ruvik. Trapped with limited resources and relentlessly hunted, Sebastian is left to fight for his survival and uncover the mystery of Ruvik and the horrific world Sebastian’s found himself trapped in.

Gameplay:
The Evil Within is a survival-horror videogame very much in the style of Resident Evil 4 in many ways; my experience with the Silent Hill franchise (Konami/Various, 1999 to 2014) is sadly limited but, from the bit I’ve played of the first game, The Evil Within is clearly heavily borrowing from the more nightmarish and twisted reality of Silent Hill than the virus-heavy narrative of the Resident Evil franchise. Like in Resident Evil 4, you have full 3600 control of your character and the camera rather than being restricted by tank controls and set camera angles, and you’re also given much more options in terms of combat. You can melee attack with Y using your fists or bottles, interact with the environment with A, burn bodies and pools of gasoline with your limited supply of matches with B, aim with LT and shoot your weapons with RT, reload with X, and spring with LB. you can’t hold the sprint trigger down for too long, though, as you’re hampered by a stamina meter and Sebastian will be left vulnerable and out of breath if you run for too long.

Sneak past enemies or creep up behind them to pull off an instant kill move.

One of the big mechanics of The Evil Within is the sneaking and stealth-based gameplay that is pushed as a big thing in the first few chapters of the game’s story and then all but vanishes for the bulk of the gameplay as you’re given more ammo and weapons, before rearing up again near the finale of the game. You can use RB to sneak around when enemies are nearby and a helpful eye-themed “Enemy Alertness” icon will let you know when enemies are unaware of you or actively searching for you. When the eye widens, you should sprint out of site or hide inside a nearby locker or wardrobe until the danger has passed but be careful as enemies will pull you out of your hiding place if they see you try to hide. Still, if you manage to sneak up behind enemies, you’ll be able to pull off an instant kill move with a press of the A button but I found enemies become very aware of your presence even when you’re being super stealthy so this was often quite tricky to pull off. As much of the game is seeped in an unsettling darkness, you can also use your lantern by pressing in the left analogue stick to light the way but this will also attract nearby enemies (though, again, this becomes less of an issue hen you gain more resources).

Set your weapons and healing items to the D-pad for quick use and take advantage of any backup.

Like all great survival-horror titles, The Evil Within excels in building a horrific, foreboding atmosphere thanks to its unsettling, often gruesome visuals and twisted, reality-bending narrative. To help with this, the heads-up display (HUD) is extremely sparse to increase your immersion in the game’s horrifying locations and narrative. You’ll see your health, stamina, and currently-equipped weapon and ammo and that’s about it unless you’re joined by one of Sebastian’s partners, like Joseph Oda, who often help you out with some additional firepower. If they’re attacked, you can fend off their attackers and heal them by holding down A (which helpfully doesn’t waste your own healing resources). You can set your weapons and healing items to the directional pad (D-pad), which helps you to quickly switch weapons or replenish your health without going into the inventory wheel, which slows the in-game action to a crawl but doesn’t pause it completely and can thus leave you vulnerable.

Puzzles are few and far between in The Evil Within but are suitably macabre (and a bit unfair, at times).

Interestingly, The Evil Within is surprisingly light on puzzles, labyrinthine environments, and the use of keys and other items to progress. Occasionally, you’ll have to acquire a key to open a door or work your way through a grim and grimy location avoiding instant death traps, fending off enemies, and running from Ruvik as you try to open a central door, but these moments are few and far between. Instead, The Evil Within is a much more linear game than its forefathers, meaning that you’re not afforded a map this time around. For the most part, this isn’t an issue but it wouldn’t have hurt to have a map available since a lot of the environments are a bit grey, dark, and look alike so it can be easy to get turned around sometimes. As a result, though, you never really have to worry about pushing statues or getting a bunch of extraneous items or combining them together and, instead, will be more focused on blasting enemies or bashing their heads in than worrying about jewels. However, when puzzles do crop up, they’re fittingly gruesome: you’ll have to insert probes into brains while looking at nearby diagrams and listening to audio tapes, press the right buttons on surgery tables to avoid being skewered and reveal a hidden exit, sneak past wire traps and rush through spiked traps, and shut off valves of steam or activate flames to get past certain areas, and turn a few dials here and there in order to progress, take out enemies, or free your comrades.

You’ll need to constantly watch out for traps and hazards that threaten to skewer or explode you.

During Chapter 11, though. you’ll also have to shoot down corpses hanging above the flooded streets in order to distract and swim past a monstrous creature, which can get pretty tense as your window of opportunity is very small, and you’ll also be chased by chainsaw-wielding berserker’s and suddenly ensnared in traps that you must shoot or run out of or face a grisly end. Indeed, traps and hazards such as these are one of the most recurring dangers in the game; these are dotted around every location, springing up on you when you least expect it and often skewing you or blowing you into bloody chunks with little warning. Many of these will result in instant death, requiring you to retry from your last save point, but others can be disarmed by holding A, sneaking up on them, or pressing A at the right time in a small mini game. Disarming traps such as these will net you additional junk (which you can also acquire by smashing crates and such), which is used in the game’s (thankfully) extremely limited crafting system to create ammo for your “Agony Bolt” crossbow. You’ll also find Green Gel in jars and bubbling on the floor after you defeat enemies; be sure to grab this whenever you see it as you’ll need it to upgrade Sebastian’s abilities and weapons in the game’s haunting save areas.

Graphics and Sound:
Honestly, The Evil Within is quite a bland game in many ways; much of the environments take place in such uninspired locations as a hospital, sewer, grimy caverns, and gothic laboratories, meaning that a lot of the colours are subdued and feature a lot of black, grey, and brown. However, the game excels in the use of lighting and a perverse, macabre atmosphere that really adds to the sense of dread and tension in every area. Things may look perfectly normal one minute and then, very quickly, become warped either by Ruvik, Sebastian’s apparently fragmenting mental state, or the presence of certain enemies.

Environments are forboding and ominous, if a bit drab and interchangeable at times.

Bodies, bloodstains, and gore are in abundance in almost every area you visit; you’ll find dismembered corpses, flickering lights, smashed up areas and some truly disturbing labs and operating theatres that more closely resemble torture chambers or slaughter houses. Sebastian’s journey takes him through a variety of locations, all of which are generally seeped in a thick, ominous darkness or carry an menacing sense of dread thanks to the carnage that surrounds him or the use of screams and ambient sounds (mostly haunting, almost taunting voices). There’s also some cool weather effects on display; rain splatters on the screen, wind blows through trees and grass, and environments twist and change as Ruvik bends them to his will with often devastating effects.

Much of the game draws visual inspiration from Resident Evil, Silent Hill, and other horror franchises.

When The Evil Within breaks free from restrictive corridors filled with barbed wire, wreckage, and corpses, it really starts to feel much more unique amongst other survival-horror videogames; you’ll wander through the castle-like ruins of weird mish-mash of cultures, venture through a city that is constantly shifting and changing and collapsing around you like something out of Inception (Nolan, 2010), but you’ll also recognise a number of the tropes and references to Resident Evil along the way. The hospital and laboratories of the game, for example, are very reminiscent of Umbrella’s facilities, as is the mansion you eventually explore; you’ll also spot a few familiar typewriters but the game also evokes imagery from Silent Hill through its narrative and horror franchises like The Ring (Various, 1991 to 2019) and Hellraiser (Various, 1987 to present) in its enemy designs.

Sebestian might not be the most compelling character but he’s thrust into some horrific situations.

While the game’s use of music and ambient sounds is pretty good, if uninspiring at times, it’s the lapses in sound and use of ominous groaning or wails of some unspeakable eldritch abomination that really add to the game’s unsettlingly atmosphere. The voice acting is okay, for the most part, but kind of reminds me of the B-movie delivery of games like The House of the Dead (SEGA AM1, 1996) and even the original Resident Evil while still treating the events of the game with a grim seriousness that further emphasises that its meant to be unsettling and disturbing rather than thrilling or cheesy. Sadly, thanks to the nature of the game’s narrative, the plot is all over the place; much of the narrative is focused on Sebastian trying to figure out the mystery of Ruvik while the world literally falls apart around him and questioning his sanity but it turns out to be this weird, pseudo-virtual reality environment of sorts that really isn’t elaborate don all that much in the game’s cutscenes or dialogue. Instead, you’ll have to root through the many mysterious and ominous documents and the comments of non-playable characters (NPCs) around you to get a better idea of what the hell is actually going on which, while creating a bit of a disconnect between me and Sebastian’s plight, I found did lend to the nightmarish appeal of the game as it was literally like playing through some ghastly nightmare where nothing makes sense and the world is full of shrieking, gabbling zombie-like creatures and unspeakable horrors and gore.

Enemies and Bosses:
As you desperately plough your way through the game and try to figure out just what the hell is going on, you’ll find yourself besieged by a number of grisly creatures that literally come to life before your eyes as corpses stagger upwards, seemingly innocent blood stains burst free with screaming ghouls, and enemies burst apart into freakish abominations. The most common types of enemy you’ll encounter are known as “The Haunted”; these dishevelled reanimated corpses are like a cross between zombies, Cenobites, and the Las Plagas enemies of Resident Evil 4 and will stagger and rush at you in a blind fury looking to take a bite out of your neck. They’re also capable of attacking as a group and with weapons such as knives, crossbows, and even guns, and will eventually don body armour and wield machine guns, shotguns, Molotov cocktails, and can even activate traps by pulling levers. Thankfully, they go down relatively easily, especially after a few shots to the head, but you’re also encouraged to burn their bodies upon defeat to avoid them springing to life once more.

Ghastly, zombie-like enemies will rush at you and attack using edged weapons, explosives, and even firearms!

The haunted come in all shapes and sizes, including much bigger and more rotund enemies who can tank your shots, ones who rush at you in a suicide run, and even ones that appear invisible until the moment before they strike. You’ll also have to contend with some disturbing little baby versions of the Haunted that seep out through walls and drop from the ceilings, but these are easily dispatched with your melee attacks. You’ll also encounter far larger versions (who are best avoided rather than tackling directly unless you have some heavier weaponry on hand) and the disgusting AlterEgo variants who shamble about the place, take far more damage to defeat, and puke up viscera onto you when they got close to you!

The game’s bigger, more dangerous sub bosses will require your more powerful weapons to put down.

Such larger, more grotesque enemies serve as The Evil Within’s mini bosses; the first enemy you encounter, for example, is the chainsaw-wielding Sadist who cannot be harmed. Instead, you have to frantically run from him and sneak around him to avoid being sliced in two but, later in the game, you’ll encounter these brutes as mini bosses in increasingly confined areas; thankfully, by then you’ll be packing a shotgun and some explosive weaponry so they’re not too difficult to put down as long as you keep away from the wild swing of their chainsaws. Similarly, while exploring Cedar Hill Church, you’ll have to fight past the misshapen, monstrous formally conjoined twins Neun and Zehn, who rush at you and try to smash you into a bloody puddle in a confined area. Luckily, Joseph is on hand to offer support with a sniper rifle and you can use your more powerful weapons to slow them and finish them off one at a time.

The Keepers are similar to Pyramid Head but are much easier to put down…with the right weapons…

Another prominent sub boss, of sorts, is the Keeper; these hulking creatures wield meat cleavers and pursue you with a screen-distorting effect and dropping barbed wire mine traps on the floor. Because their heads are protected by a metal safe, the only way to kill these bastards is to aim for the ample chests but, quite often, killing one will simply cause another to spawn out of nearby safes, which can also spring to life and attempt to attach to your face. As a result, a mixture of stealth and tactics are advised when facing the Keepers, which can often be avoided altogether and mainly serve as a formidable distraction while you try to shut off steam valves and progress further.

The Amalgam Alpha was a horrendous boss figh, especially when it enters its second phase and eats you!

As you might expect from the man behind Resident Evil, you’ll also have to battle a number of bizarre and monstrous creatures to progress; one, the Sentinel, is a giant wolf-like creature transformed into a hideous monstrosity and which likes to hide in nearby bushes before pouncing on you and trying to bite your face off. Another is Quell, a massive octopus-like creature that attacks you in the sewers and likes to hide in pipes and grab you with its tentacles; when it does, you have a small window to shoot its face to damage it and save yourself from a gruesome end. Easily the most prevalent and annoying, however, is the Amalgam Alpha creature, which appears to be an eldritch, nightmarish spider/scorpion hybrid that rampages through an underground car park and was, easily, the toughest and most annoying boss fight of the game. This thing is really big and its weak point (an eye on either its tail or within its gaping mouth) can be really tricky to hit; luckily, the car park is full of ammo and other resources but you’ll have to be quick on your feet to avoid its super frustrating instant kill move.

Laura is a shrieking, persistent threat best staved off with fire and avoided lest she pummel you to death!

As Ruvik remains elusive for most of the game, the most prominent antagonist you’ll face for most of the game is Laura, an onryō-like girl who emerges, shrieking and wailing, from bubbling bloodstains in certain parts of specific chapters and scuttles after you like a spider, instantly smashing your head in if she gets a hold of you. You’ll encounter Laura three times over the course of the game and she gets more aggressive and difficult to face each time: in the first encounter, you simply have to run around a corner and set alight a pool of gasoline to scare her off but you’re then forced to battle her in an incinerator room. Here, she demonstrates her ability to teleport and emerge from nearby corpses so you’ll have to make sure that you burn these and arm yourself with nearby torches to stave her off but the only way you’ll defeat her is to trick her into spawning inside of one of the incinerators and pulling the lever. The last battle against her is even worse as it has multiple stages that see you fending her off by shoot levers on pipes to spew fire at her and desperately making your way towards an elevator before she can grab you. While it is possible to do her in using nearby flame traps and your conventional weapons, it’s worth coming back after you’ve unlocked the rocket launcher to make these fights easier as she’s basically indestructible otherwise.

You’ll battle Ruvik’s monstrous final form without fear of exhausting your precious resources.

Finally, there’s the primary antagonist himself, the mysterious Ruvik, who is apparently the mastermind behind all of the game’s events. Occasionally, Ruvik will spawn into a location and begin to chase you; if this happens, my advice is to run as fast as you can and hide in a wardrobe or under a bed until he disappears as he’ll explode you into bloody chunks otherwise. Later, you’ll encounter Haunted who assume his guise, who can be easily put down without much trouble, and the entire final chapter of the game is dedicated towards making your way to a final confrontation with Ruvik. Here, he merges with the Amalgam Alpha to become the Amalgam, a Lovecraftian beast that you must run from as it chases you up the side of a building before commandeering a machine gun and a rocket launcher to finish him off for good. In this final boss fight, you don’t need to worry about expending your ammo or running around in a panic; you simply have to move to the left or right to avoid his claws, aim for his head, and try not to miss withy our rockets. Eventually, you’re given a split second to shoot the final bullet at Ruvik’s exposed head but it’s okay if you miss as the autosave point is right before this section so take your time and put an end to him for good by stomping on his exposed brain.

Power-Ups and Bonuses:
As you explore the many nightmarish environments of The Evil Within, you’ll find a lot of junk and helpful items to pick up, especially if you smash open crates and open up any drawers or cupboards. You’ll acquire syringes and medical kits to restore your health (these latter will also briefly extend your health at the cost of a few seconds of disorientation), ammo for your weapons, matches, and Green Gel. You’ll want to grab as much of these as you can (be sure to reload your weapons and cycle through your Agony Bolt variants to stockpile as much ammo as possible) in order to have the best chance of success in combat.

In addition to the usual firearms, your Agony Bolt can fire a number of different arrows.

Sebastian is afforded all the usual weapons you should expect from a survival-horror videogame; begins with a simple pistol but soon acquires a shotgun, the aforementioned Agony Bolt, a sniper rifle, and even a magnum as the game progresses. These can usually be found in attaché briefcases so be sure to explore your environments fully to get your hands on more weapons and ammo, and Sebastian can also make use of nearby bottles to throw at and bash enemies with, pipebombs, and explosive barrels (which he can also awkwardly kick around to best destroy enemies). In addition, the Agony Bolt can shoot multiple different types of arrows, from explosives to freezing blasts to stun shots, all of which can be either found in the environment or crafted with a simple press of a button from the inventory menu.

Find Green Gel to upgrade Sebastian’s abilities, ammo, and weapons.

At numerous points throughout each chapter, you’ll find mysterious cracked mirrors that transport you to the save room. Here, you can use any keys you find from breaking special statues to open up lockers and access some extra ammo and also use your Green Gel in a very ominous looking chair. This allows you to upgrade Sebastian’s abilities, such as his maximum health and stamina and melee damage output, and weapons, allowing you to increase your maximum ammo capacity, reload time, accuracy, and overall effectiveness for each weapon. It’s worth stockpiling Green Gel and spreading it wisely to increase Sebastian’s health and the amount of matches he can carry while also focusing on each weapon at a time; I favoured upgraded the shotgun and saved that for the more troublesome enemies but you may prefer to upgrade the Agony Bolt or sniper rifle.

Additional Features:
There are forty-one Achievements on offer in The Evil Within, many of which require a bit more strategy to unlock than simply clearing every chapter. Indeed, almost every chapter of the game has a specific requirement to unlock an Achievement, such as defeating a Sadist with a stealth kill, surviving an onslaught of enemies without Joseph being hurt, or killing Laura rather than simply outrunning her. You’ll also get Achievements for more mundane things, such as stealth killing five enemies in a row without being discovered, upgrading weapons and skills, or killing a certain number of enemies in specific ways, as well as finishing the game on higher difficulties or without any Green Gel upgrades.

Clear the game to unlock bonus weapons, new difficulty levels, or purchase the DLC for extra story content.

The game has four difficulty settings, with two available right from the start; while you can lower the difficulty at any time, you can’t raise it and, after finishing the game, you’ll unlock additional weapons to use in the ‘New Game+’ mode, which allows you to replay any chapter on the difficulty you cleared it on. You’re also given 50,000 Green Gel points to spend and unlock a model viewer but, annoyingly, your rocket launcher and machine gun have limited ammo, meaning you can’t just plough through the game’s chapters willy-nilly. Still, it does give you the edge in tracking down any statue key, map pieces, and documents you missed the first time through and working toward 100% completion. There are also a couple of expansion packs available to download that add an extra thirty Achievements to the game in addition to expanding upon the story with new playable characters and enemies to battle. I haven’t actually bought this, however, so it’s not my place to comment upon it but the game was appealing enough that I may explore this extra content later down the line (or if there’s a sale on).

The Summary:
The Evil Within certainly was a disturbing head-trip of a videogame; very little about it makes sense as you play it, with the events appearing to be the result of Sebastian slowly going insane but eventually being revealed to be the results of some bizarre experiment that, even now, I’m a bit unclear on. The result is a very unpredictable and gameplay experience full of unsettling imagery and enemies, gore, and ghastly creatures of all shapes and sizes that pull from a variety of other media and horror elements and mash them together in a truly nightmarish and ominous videogame that maintains a constant sense of dread and anticipation as you’re never quite sure what’s going to happen next as Sebastian is battered and tossed all over the place through a constantly shifting nightmare world.

While it can be annoying and tedious, the game does a great job of conveying a macabre and ominous dread.

Having said that, though, there were a few flaws in the game. It’s not always immediately clear where you need to go as environments tend to look the same (especially in chapters set within the hospital or similar locations), some of the boss battles and enemies were ridiculously unfair thanks to them having one-hit kill moves in their arsenal (something I’m always frustrated by), and expanding Resident Evil’s save rooms out to a whole area was a bit laborious at times when I just wanted to quickly save without having to trudge about in the slowly-dilapidating hospital foyer. Still, it was a harrowing experience, one that really conveyed a tangible sense of dread and horror; Sebastian might not be the most compelling or dynamic character but his “Everyman” persona worked well with the increasingly insane and macabre things he was faced with and it was nice to feel that sense of foreboding menace once again, even if the game does veer more towards action than survival-horror thanks to you have just enough ammo and resources to get through each chapter rather than having to constantly worry about inventory management.

My Rating:

Rating: 3 out of 5.

Pretty Good

Are you a fan of The Evil Within? Did you enjoy the game’s ominous atmosphere and mind trip of a story or was it too derivative for you? What did you think of Sebastian as a protagonist, his supporting cast, and Ruvik as the main antagonist? Did you enjoy all the allusions and references to other survival-horror videogames and horror media or do you feel like that got in the way of the game’s more unique qualities? Would you like to see more from the Evil Within franchise? Which survival-horror videogame or franchise is your favourite and why? Whatever your thoughts on The Evil Within, or survival-horror in general, drop a comment down below.