Game Corner: Team Sonic Racing (Xbox One)

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Sonic the Hedgehog has a long history with spin-off titles; I have been putting off an article going into the multiple adaptations of Sonic the Hedgehog: Spinball (SEGA Technical Institute, 1993), which really emphasised the pinball-like gameplay mechanics of Sonic the Hedgehog (Sonic Team, 1991) and its sequel, Sonic the Hedgehog 2 (SEGA Technical Institute, 1992). However, the most frequently revisited sub-genre for SEGA’s speedy mascot has to be racing games; Sonic first took to racing against his friend and rivals in Sonic Drift (SEGA/Arc System Works, 1994), a kart racer exclusive to both SEGA’s handheld Game Gear and the Japan and clearly created as an alternative to Super Mario Kart (Nintendo EAD, 1992). Perhaps the most well-known Sonic racing title, however, was Sonic R (Sonic Team/Traveller’s Tales, 1997), Sonic’s first foray in 3D videogames and something of a cult classic to this day thanks, largely, to its iconic and cheesy soundtrack.

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The All-Stars racers were a lot of fun to mess around with.

Sonic R stands out amongst other Sonic racers because it was the first title of its kind to have all characters (with the exception of Amy Rose and Doctor Eggman) racing on foot. While they briefly revisited this gameplay troupe in the Sonic Rivals videogames (Backbone Entertainment/SEGA Studio USA, 2006 to 2007), SEGA have since abandoned this gameplay feature entirely in favour of attempting to reap some of the success of Nintendo’s Mario Kart series (Nintendo EAD, et al, 1992 to present). Indeed, so influential was the original Mario Kart that virtually every videogame mascot (and those from other media) have featured in go-kart racers but, of them all, the most consistent rival to Nintendo’s portly plumber has, as always, been Sonic the Hedgehog. After a brief stint experimenting with airboards in the Sonic Riders series (Sonic Team/Now Production, 2006 to 2010), SEGA, most likely inspired by the success of Mario Kart Wii (Nintendo EAD, 2008), released Sonic & Sega All-Stars Racing (Sumo Digital, 2010), which saw Sonic and his friends race against other iconic SEGA mascots in what was, for me, quite an enjoyable little title.

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Fans expected Sonic R 2 and who could blame them after this?

The follow-up, Sonic & All-Stars Racing Transformed (ibid, 2012) introduced a unique gameplay mechanic where the karts would transform into planes or boats, which mixed things up a bit, but locking additional characters and content behind stars rather than allowing players to buy them with points made this entry lag a little behind its predecessor, for me. Then, SEGA brought out their finest marketing trolls when it came to advertising their newest racing title, dusting off the old font style to tease the release of Team Sonic Racing (ibid, 2019), which did away with all of the other SEGA characters and additional bonus racers like Danica Patrick and focused solely on fifteen members of Sonic’s expansive cast. Team Sonic Racing also did away with the transforming gimmick so, immediately, seems like quite a step back from its predecessors; however, there are some other options available in the title that help to make it an enjoyable romp.

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Pick your character, pick your team.

First of all, Team Sonic Racing is built entirely around the concept of racing as a (you guessed it) team; the team-focused gameplay and storyline is thrust so much to the forefront that it almost feels like a quasi follow-up to Sonic Heroes (Sonic Team USA, 2003). Anyway, the basic idea is that you get to pick from one of five teams (Team Sonic, Team Rose, Team Vector, Team Dark, and Team Eggman), each of which is made up of a ‘speed’, ‘technique’, and ‘power’ character; each racing class has different advantages that affect the way you race (‘technique’ karts can drive off the course without slowing down, for example). You’ll race as the character and racing class you selected but, as you race, must be mindful of the progress of your teammates; if they’re lagging behind, you can create a slipstream for them to coast along for a boost or send them weapons or items (SEGA once again revisits the concepts of Wisps for this) to help get them to the front. The goal is to finish the race as a team, which will increase your score, awarded points, and standing in GP races.

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Skim along a teammate’s slipstream for a quick boost.

Before going into Team Sonic Racing, this team-based mechanic bothered me; I thought you’d have to swap between racers or would be forced to always race as a team or would be unfairly judged if your teammates ended up too fair behind. Luckily, these fears were largely abated once I started racing; not only is there an option outside of the Team Adventure story mode to race solo like in the All-Star racers, it isn’t massively difficult to boost your teammates up to your level, especially if you send any Wisps you don’t need or accept any item boxes when they’re sent to you.

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Team Ultimates have nothing on the old All-Star moves…

Doing so, and performing successfully drifts and tricks, will fill up your ‘Ultimate’ meter; once full, you can execute ‘Ultimate Power’ at the push of a button to gain a massive speed boost and invincibility. This is very similar to the All-Star moves of the game’s predecessors but with one massive downgrade; all Ultimate moves look and feel the same, with the only real difference being the music the plays as you perform them. No longer does Sonic transform into Super Sonic or anything cool like that. While this was massively disappointing, the game slightly makes up for it with the variety in the weapons available. Previously, the All-Star racing games used quite generic items like missiles and the like; while I’m not fan of the Wisps (they really feel like they’ve outstayed their welcome at this point), their inclusion does help add some visual variety and a unique spin on traditional kart racing weapons.

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Race as a Chao…everyone loves Chao…

Also in Team Sonic Racing’s favour is the ability to customise each kart; you can pick from different paint jobs, stickers, and horns in addition to attaching different Performance Parts that will modify the kart’s handling, acceleration, and top speed, amongst other attributes. Unfortunately, the best of these parts are the ‘Legendary’ Performance Parts, which turn your kart into a sexy all-gold style…meaning any paint jobs and aesthetic changes you made will be over-ridden. Another downside to the title is the lack of characters; Sonic & All-Stars Racing Transformed featured over twenty characters from across the entirety of SEGA’s legacy so stepping that down to just fifteen (one of which is, oddly, four Chaos stuffed into a massive Chao-themed kart rather than, oh, I don’t know, Cream the Rabbit!) is quite the downgrade. In addition, you cannot mix up the teams; you can’t pick Sonic as your speed racer, Rouge the Bat as your technique racer, and Vector the Crocodile as your power racer. If you pick Sonic, you’re stuck with Team Sonic, which seems like a massive missed opportunity that only really makes sense from a narrative perspective.

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Watch some static cutscenes in the story mode…

Speaking of which, one thing Team Sonic Racing has over the majority of Sonic racers is a full-on story mode; Sonic and his friends are drawn into an elaborate racing tournament organised by Dodon Pa, whom many of them suspect being Eggman in disguise. Through a series of races and working together ( not just within their teams but with the other teams in the spirit of friendly competition), they eventually uncover a plot by Eggman to manipulate the racer’s ‘power of teamwork’ into a doomsday weapon. Okay, so it’s not really the most original or well-told or engaging narrative and it’s told largely through obnoxious dialogue in barely-animated story sequences (I’m not going to call them cutscenes because…well, they’re not) but Team Adventure does provide just enough incentive to get you playing and earning points to buy Mod Pods and upgrade your karts.

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Delight in having just enough time to complete these missions!

While Team Adventure does offer a lot of gameplay variety, this is also to its detriment; you won’t just be racing against other characters, you’ll also have to break targets, collect Golden Rings, destroy Eggpawns, compete in GPs, and perform a variety of other in-race tasks to earn stars and keys that will both progress the story, unlock more of each map, allow access to other and better Performance Parts and, of course, earn you some Achievements. The problem is, however, that the error margin in some of these missions is extremely tight; you’re given just enough time to hit the required goal (a Silver medal) and I found myself having to play some missions over and over and over again trying to get reach the minimum requirement. I don’t think I’ve managed to get a single Platinum medal yet (and have no plans to attempt this, least of all for every damn mission!) and only lucked into a handful of Gold medals. Maybe I just suck (and that s most likely the case) but Sumo gave very little leeway when creating these missions; time just runs out way to fast, forcing you to start all over again, and there’s no indication when you’ve completed in-race objectives (like destroying five Eggpawns in a race; there’s no notification to let you know you’ve done this until after the race is over).

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Oh good, Ocean Palace is back…again…

Outside of the story mode, there’s the usual racing affair; you can complete against others either locally or online (I’ve yet to do either) across a variety of game modes. There are also some really nice race tracks on offer here; once again, they’re largely pulled or inspired from Sonic Heroes (I’ll never fully understand why Sumo can’t seem to get past adapting levels from that game into race tracks…) but there’s some catchy tunes accompanying each race (featuring a title song by Crush 40 and tunes inspired by Sonic R), tracks can be mirrored to add a new twist and, while karts don’t transform, there are some alternative paths you can take by performing tricks off of ramps.

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A fun enough game but lacking in content and replayability.

In the end, Team Sonic Racing is a decent racing title and certainly in the same spirit as its predecessors but, with a lacklustre roster, too few gameplay options, and very little incentive to play once you’ve blasted the story mode and unlocked a decent amount of Performance Parts, I struggle to really recommend this over the All-Star racing titles. I enjoyed it as it was simple to play, for the most part, and was a Sonic title but some frustrating mission requirements, the lack of real All-Star moves, and no additional characters to unlock or purchase really brought the whole experience down for me. I’d say it’s fun enough to waste a few hours on but it’s not going to keep you engaged much beyond that, which is a bit of a shame.

My Rating:

Rating: 3 out of 5.

Pretty Good

Game Corner: Sonic Adventure (Xbox 360)

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The year was 1998 and the videogame industry was deep into the newest phase in the Console Wars. Nintendo and SEGA had left behind two-dimensional gameplay and were focusing entirely on polygons and 3D, while Sony provided some surprising competition in the arena with its PlayStation console. In 1996, Super Mario 64 (Nintendo EAD) was released, marking the 3D debut of Nintendo’s portly plumber. With its tight, responsive controls, bright, vivid colours, exciting soundtrack and simple, yet increasingly challenging, gameplay, Super Mario 64 was largely regarded as a successful evolution from 2D to 3D gameplay for Nintendo’s mascot. Meanwhile, Nintendo’s once-high-and-mighty rival, SEGA, was…struggling a bit. Their ill-fated 32X and SEGA Saturn hadn’t exactly set the world on fire and their superspeedy mascot, Sonic the Hedgehog, while still a popular cultural icon, hadn’t been featured in a main series videogame for a long time, finding himself relegated to spin-offs, cancelled titles, cameos, and odd-ball experimental titles.

Super Mario 64 was Mario’s successful foray into 3D.

Determined to reignite Sonic’s success, SEGA set to work crafting a title that would not only compete with Super Mario 64 but also draw gamers away from their competition and firmly towards their powerful new Dreamcast console. In order to facilitate this, Sonic Team decided to craft a title that would mix multiple gameplay styles, completely redesign Sonic and his friends and enemies, and unite Sonic’s formally-competing continuity to softly reboot their once-blockbuster franchise. Given that I wasn’t afforded the luxury of owning every games console back in the day, I opted to jump ship from SEGA to the Nintendo 64 and, as a result, I first played Sonic Adventure when Sonic Adventure DX: Director’s Cut was released for the GameCube in 2003. This means that I didn’t play the game until after playing Sonic Adventure 2: Battle (Sonic Team USA, 2002), an upgraded expansion of Sonic Adventure’s sequel, also on the GameCube. Picking a favourite between the two is difficult as the controls, graphics, voice acting and lip-synching, and gameplay mechanics were vastly improved in Sonic Adventure 2 (ibid, 2001), which also introduced Shadow the Hedgehog to the series, but Sonic Adventure had a lot more gameplay variety, a slightly more interesting story, and had a lot more additional content in its updated ports. Eventually, these GameCube ports were further ported to the PC and these versions then came to PlayStation 3 and Xbox 360. As this latter version was recently on sale on Xbox Arcade, I once again bought Sonic Adventure (though I was too cheap to buy the DX: Director’s Cut add-on) and blasted through it so let’s see if it’s still as good as I remember it.

Sonic’s speed and Homing Attack allowed him to easily traverse and target enemies in his new 3D environment.

Sonic Adventure (Sonic Team, 1998) saw players take on the role of Sonic the Hedgehog in his first fully 3D adventure. Arriving in Station Square after a long absence, Sonic encounters the mysterious aquatic lifeform Chaos causing…well, chaos…and soon uncovers a plot by his old nemesis, Dr. Eggman, to gather the legendary Chaos Emeralds and use them to empower Chaos to destroy Station Square. Teaming up with friends old and new, Sonic races to keep the Chaos Emeralds out of Eggman’s hands and stop his plans before it’s too late. Right away, Sonic Adventure wipes the slate clean for the Sonic series. Not only is Sonic a fully-realised 3D character, he’s now taller, edgier, portrayed by Ryan Drummond as a heroic thrill-seeker, and living alongside humans in a vaguely-Earth-like setting rather than hailing from an alien world populated entirely by anthropomorphic characters. Rather than speeding through 2D environments, Sonic navigates 3D stages with the camera placed behind him but, to make traversing these new stages easier, Sonic Team implemented what has now become one of the most contentious additions to Sonic’s arsenal, the Homing Attack. Nowadays, gamers take the Homing Attack for granted as it has been tweaked to hold our hands through its auto-lock-on and targeting reticule but, back in the day, it was an innovative gameplay mechanic that boosted Sonic towards the nearest enemy, spring, power-up pod, or simply blindly in the direction he is facing. It wasn’t a vastly over-powered move but, like Z-Targeting in The Legend of Zelda: Ocarina of Time (Nintendo EAD, 1998), was an essential mechanic to blasting Sonic through his sprawling, engaging zones. As in his previous 2D outings, Sonic also has the iconic Spin Dash, which can boost him along with an almost-game-breaking speed or be held down and charged up for one big boost. He can also acquire a few upgrades that allow him to perform the Light Speed Dash; like the Homing Attack, this is now an iconic staple of Sonic’s 3D arsenal but, here, it’s a bit clunky as Sonic must charge up a Spin Dash and then release the button to speed along a set of Golden Rings. This was vastly improved in Sonic Adventure 2 to the format we are now used to, where the Light Speed Dash is assigned to a single button.

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Running, flying, hunting, stealth, shooting, fishing…Sonic Adventure has it all!

For gamers more used to Sonic’s most recent titles, Sonic Adventure may seem a bit of a shock as it also includes a whole host of additional characters to play as. Miles “Tails” Prower must race, usually against Sonic, to reach a goal first, using his twin tails to fly and attack enemies; Knuckles the Echidna must glide, climb, and dig through stages to find fragments of the Master Emerald; and Amy Rose has to use her Piko-Piko Hammer to evade the invincible ZERO. Sonic Adventure also introduced gunplay to the Sonic series for the first time by allowing players to blast through stages as the tragic robot E-102γ (or simply “Gamma”) and one of the most divisive characters of the entire franchise, Big the Cat, a massive, slow-witted cat who has to fish for his elusive friend, Froggy.

Waste hours of your life raising the perfect Chao but don’t forget to take on Perfect Chaos!

Once players have cleared each character’s story from start to finish, they unlock once final chapter where everone comes together to power Sonic up into Super Sonic so that he can end the threat of Chaos’ ultimate form, Perfect Chaos. This started a trend in the 3D Sonic games where players would unlock one final story where they play as Super Sonic, something that is still often seen in modern Sonic titles, which have only recently begun allowing players to play as Super Sonic outside of the Last Story. In addition to these story modes, Sonic Adventure also features the Chao Garden. As Sonic and his friends destroy enemies, they can rescue a variety of little animals that can be taken to three Chao Gardens found in the game’s three Adventure Fields. In here, players can hatch and raise Chao, tiny little versions of Chaos, and power them up with these small animals, buy them food and accessories in the Black Market, and then race and battle against other Chao in the Chao Games. Chao’s stats (run, fly, swim, power, and stamina) will increase (or decrease) with each animal they interact with and the Chao will take on different characteristics and colours as they level-up, eventually evolving into stronger bipedal forms. The Chao Garden is a nice little distraction and an extra incentive to play but I can’t say that I really miss it from modern Sonic games; it’d work as a mobile app, or something like that, though. Story and narrative are a massive part of Sonic Adventure; previously, there was a massive divide between the Sonic narrative in Japan to that seen in the United States and Europe. While Sonic always lived on Earth in Japan and fought against Dr. Eggman, in the U.S. and Europe, he lived on Mobius and battled Dr. Ivo Robotnik; Knuckles lived alone on Angel Island in Japan but was isolated on the Floating Island elsewhere, and there were a few inconsistencies regarding the amount and appearance of the Chaos Emeralds as well.

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This was the first time many gamers became aware of the “Eggman” name.

With Sonic Adventure, though, Sonic Team sought to consolidate all these inconsistencies into one brand image for their super-fast mascot. “Eggman” is used by Sonic and his friends as an insult to their egg-shaped adversary, who refers to himself numerous times as Dr. Robotnik; Sonic and his anthropomorphic counterparts are right at home alongside humans, and the previous games are used as a vague basis for the character’s back stories (Amy specifically remembers the events of Sonic the Hedgehog CD (SEGA, 1993), for example) but, at its core, Sonic Adventure, with its anime-inspired aesthetic, serves as a soft reboot for the franchise that would act as a clean slate for the series going forwards. Unfortunately, this didn’t last very long. All-too-soon, Sonic’s narrative began to get more and more convoluted and the idea of one unified worldwide version of Sonic was tainted by further drastic changes to Sonic’s aesthetic, the addition of Classic Sonic and the production of Sonic Boom (Various, 2014 to 2018). Long-time fans of the series struggled a bit with Sonic’s dramatic redesign; fans literally argued themselves into a frenzy over the fact that Sonic now has green eyes, for God’s sake, and debates continue to rage to this very day regarding what is the best design for Sonic.

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I actually really like Big and found his gameplay simple fun…

While I actually really enjoy each of the character’s stories and gameplay styles, fans also reacted badly to many of Sonic Adventure’s gameplay mechanics. The speed and excitement of Sonic’s gameplay continued into Sonic Adventure 2 and eventually evolved into the sole gameplay style we see in modern Sonic titles, but Tails’ and Amy’s formulas were abandoned entirely by the sequel, with only the shooting and treasure hunting mechanics lasting to Sonic Adventure 2. But it was Big the Cat who suffered the most, with fans seemingly unified in their hatred of his slow movement and fishing gameplay. I, however, really like Big; his stages are short and simple, his gameplay inoffensive and easy to master, and it’s a breeze to cheese his additional missions. Honestly, if I had to pick a character I disliked out of all of those on offer here, it would be Amy, as she’s a bit awkward to control at times (thanks in no small part to Sonic Adventure’s dodgy, jerky camera) but, having said that, her stages are still pretty short and easy to get through and I would much rather than three great characters and stories and three average ones than one single gameplay style. Sonic Adventure was also hampered a bit by its camera, as mentioned, and control schemes; these would be refined in Sonic Adventure 2 but, here, everything is lacking a little bit of polish. It isn’t the glitch-filled, game-breaking end of the world a lot of Sonic fans will scream at you that it is but it can cause some unnecessary deaths at times. The game’s voice acting and lip-synching are also still a source of derision but, honestly, I really don’t care; all the characters sound great, and very appropriate, and, while the lines aren’t always great and their delivery can be hit and miss, that was just how voice acting was back in those days and, for me, it just adds to the quirky charm of the videogame.

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To say that Tails has regressed in recent years is a bit of an understatement…

Sonic Adventure is also packing quite a bit of content. Alongside the Chao Garden, there’s also the option to replay each character’s stage a couple more times to earn additional Sonic Emblems (which can be found hidden in the Adventure Fields or are awarded after finishing stages and story modes); players can earn further Emblems in the Trial Mode, by finishing sub-games, and by winning Chao events. In the DX: Director’s Cut expansion, there’s also a Mission Mode that tasks players with fulfilling certain objectives for even more Emblems; once you earn all 180, you’ll unlock the ability to play as Metal Sonic in Sonic’s stages. While a simple reskin, this is a fantastic addition to the game and I would honestly love to see Sonic Team do more reskins like this in Sonic titles as it’s so easy to do and just helps add a bit more incentive to play and a little variety. That is what I love the most about Sonic Adventure: the variety; each character experiences events from a different perspective, meaning you might watch the same cutscene two or more times but the dialogue and camera angles will be different depending on who you are playing as. Also, if you get tired of blasting through stages at break-neck speed with Sonic, you can take in the gorgeous visuals at a slower pace with Knuckles or Big or just go in all guns blazing with Gamma. There’s a lot to do, lots of little hidden secrets and Easter Eggs to find, and I always want to play a little more, do a little more, and explore areas with each of the six characters.

Sonic Adventure certainly wasn’t lacking in gameplay variety.

It is honestly very disappointing to me that SEGA slowly began to shift away from Sonic’s extended cast and focus solely on Sonic’s gameplay. In Sonic Adventure, Tails and Amy both learn to be independent characters who aren’t simply one-dimensional bit players in need of rescue. Now, though, you’re lucky to even see Amy in a cutscene in a Sonic game and it seems to take a massive, concentrated effort of willpower for Sonic Team to allow players to play as Tails, to say nothing of poor old Knuckles! Sonic Adventure isn’t entirely to blame for that but the game is a bittersweet experience to play as it’s so much fun and has so much potential but some of its best parts (character variety, the semi-open world, and the level-up system) were omitted entirely in Sonic Adventure 2 and SEGA have never really been able to make a Sonic title that feels as immersive as Sonic Adventure. Sonic the Hedgehog (Sonic Team, 2006) tried to emulate the same feel and expansive nature of Sonic Adventure, but it lacked the gameplay variety and was littered with bugs and issues that made it more of a poor imitation; Sonic Unleashed (ibid, 2008) was perhaps the closest to succeed at emulating Sonic Adventure’s style but, rather than try to expand and refine upon this to reintroduce more of the concepts and mechanics of Sonic Adventure, SEGA and Sonic Team chose to release wildly inconsistent Sonic titles and bog their franchise down with multiple competing iterations of their mascot rather than continue with one unified version of their most popular brand.

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It has its flaws but Sonic Adventure is still great fun to play.

This is a real shame but, for me, does not diminish the impact or enjoyment of Sonic Adventure. Sonic Adventure 2 might be technically better in a lot of ways, but there’s something about racing through Station Square, exploring the Mystic Ruins, taking down the Egg Carrier, exploring the history of Sonic’s world, and battling Chaos’s various forms that I find extremely enjoyable. I like that the redesigns of Sonic, Tails, Knuckles, Amy, and Eggman all look cool and that the playable characters have distinct gameplay styles; I like the aesthetics of the game and its world and the new characters, who are both fun to play as and surprisingly complex; I like that the game is simple but also challenging at times, that the bosses are big and have a lot of variety, that the soundtrack is a mixture of styles (from cool skater rock to nostalgic tunes to mechanical synthesis), and that Eggman is a competent threat and not just some bumbling buffoon. For me, Sonic Adventure was a fantastic way to reintroduce Sonic to a new generation of gamers and a great starting point for a whole new series of Sonic titles; SEGA and Sonic Team may have fumbled the ball at capitalising on some of the game’s great ideas but it doesn’t change the fact that Sonic Adventure is a fun title to invest a few hours on and that it succeeds far more that it fails, no matter what the toxic Sonic fan community might have you believe.

My Rating:

Rating: 5 out of 5.

Fantastic

Game Corner: Castlevania: Symphony of the Night (Xbox 360)

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One of the things I love about Xbox Game Pass is that it allows me to play videogames I’ve either always wanted to play, haven’t played in a long time and can just farm for Achievements, or games I’ve always wanted to play, like Castlevania: Symphony of the Night (Konami Computer Entertainment Tokyo, 1997). Now, I’m not an especially well-versed player of the Castlevania series (Konami, 1986 to present); I’ve only ever owned one game in the franchise, the abysmal Castlevania (Konami Computer Entertainment Kobe, 1999) for the Nintendo 64, and I’ve only ever completed one title in the franchise, Super Castlevania IV (Konami, 1991), courtesy of the Super SNES Classic Edition. This, as I may have mentioned a few times before, is mainly due to growing up without the income necessary to allow me to own both a Nintendo and a SEGA console; however, I have been a fan of the franchise regardless and have always wanted to play more games from the series. After having a great time with Bloodstained: Curse of the Moon (Inti Creates, 2018), a fantastically well-crafted homage to the Castlevania franchise, I jumped at the chance to give Symphony of the Night a spin.

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Alucard is on a mission to confront his father.

As I understand it, Symphony of the Night is a direct sequel to Castlevania: Rondo of Blood (Konami, 1993) and the game opens with the final events of its predecessor, with acclaimed vampire hunter Richter Belmont taking on and defeating Count Dracula. Despite this supposedly forcing Dracula into a one-hundred-year slumber, the Count’s castle, Castlevania, reappears four years later and, with Richter missing, Dracula’s dhampir son, Alucard (who had previously battled his father in Castlevania III: Dracula’s Curse (ibid, 1989), alongside Richter’s ancestor, Trevor Belmont), heads into the monster-infested castle to destroy his father. I remember Super Castlevania IV being a fun little romp; you explore a vibrant gothic landscape, upgrade your whip with easily-found power-ups, and battle enemies and bosses that naturally increase in difficulty. Symphony of the Night, however, is a steep learning curve to the uninitiated; it doesn’t take long to get a handle on the basics but you really need to be paying attention to your surroundings and what every weapon and skill does so you can proceed further and further into Castlevania. The voice acting is classic cheese but the music is atmospheric and fitting to the environment; more importantly, the gameplay and controls are tight and responsive. There are very few cheap deaths in this game; no bottomless pits or instant kill traps here. If you get killed, it’s probably your own damn fault as you waded in unprepared or took on a boss or swarm of enemies with low health or the wrong items equipped, making the game a test of your actual gaming skills rather than an exercise in frustration.

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Alucard can become a bat, wolf, or mist to reach new areas.

Alucard begins the game fully powered up and ready to take on the forces of evil but quickly encounters Dracula’s chief underling, the Grim Reaper, who strips Alucard of all his items and reduces the player down to simple punches. Alucard breaks from the franchise’s tradition of featuring a whip-wielding protagonist and, instead, favours a sword and shield, which can be equipped to different hands (and buttons), though other weapons (including rods, which are similar to the whip) and items can be acquired and equipped as Alucard makes his way through Castlevania. Alucard can also pick up sub-weapons by breaking pots, vases, lamps, and other items; these range from throwing knives, to Holy Water, to protective Bibles, and even fancy lightning. Alucard can only hold one sub-weapon at a time, though, but, whenever he picks up a new sub-weapon, his existing sub-weapon drops to the floor for a short time so you can pick it back up if you don’t fancy trading out. Also similar to other Castlevania titles, Alucard can pick up money, hearts (which, in a move I’ve never understood, allow him to use his sub-weapon rather than replenish his health) and restore his health by picking up pot roasts and potions. Power-ups to increase Alucard’s health and heart count can also be found scattered throughout Castlevania, as can better weapons and equipment, though these are often protected by bosses or hidden away in areas that will require Alucard to obtain other abilities or transformations. Being a dhampir, Alucard has some nifty abilities that other series characters were probably lacking; he can dash away from enemies with a press of a button (but not forwards, which is a bit annoying), cast magic, double jump, breath underwater, and transform into a wolf, bat, or mist to reach new areas. However, most of these abilities will need to be found by use of copious amounts of back-tracking; for example, you may spot a new area up on the ceiling that you cannot reach with Alucard’s standard jump, so you’ll have to acquire the bat or mist transformation to get up there and explore new areas.

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Be prepared to face some messed-up enemies…

Symphony of the Night features a lot of RPG elements to its action-orientated gameplay; defeating enemies and bosses gains Alucard experience points and, with enough points, he will level up and his stats (attack, defence, and so forth) will improve. In addition to equipping weapons and shields to do more damage or reduce enemy attacks, Alucard can also equip armour, jewellery, and other items to boost his stats or for other perks. Item management is key here as some weapons require two hands to wield, some deal or defend against specific element attacks and will thus be better suited to certain bosses, and some weapon and shield combinations confer Alucard with very helpful buffs (such as the shield delivering massive damage while simultaneously restoring Alucard’s health). Alongside saving (which can only be done in designated save rooms scattered through Castlevania), exploring Castlevania is a chore in itself; the castle is massive, stretching vertically and horizontally, and the game never holds your hand once in trying to navigate through its maze-like rooms. You can visit a librarian to purchase items and a map but you’ll still need to visit every room and squeeze through every nook and cranny if you want to find the best items, skills, and weapons. As Alucard explores Castlevania, he encounters many nightmarish foes, from zombies and skeletons to monstrous gargoyles, possessed books, and broom-riding witches, all of which can pose a significant threat as the player must equip a healing item in place of a weapon in order to use it and such items are scarce.

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Symphony of the Night has some massive boss battles.

Luckily, Alucard can also acquire familiars who will follow him around and provide assistance; the faerie will heal Alucard without the need to assign an item (though it can be easy to burn through your inventory this way) and the demon will attack enemies and press switches you cannot reach. These are extremely useful but also quite limited; it might be because I wasn’t quite sure how to use the familiars but it seemed like they wouldn’t attack every enemy or heal me as often as I would like, making them a little unreliable. Alucard also has to face some massive bosses, including a minotaur, a mummy, and a succubus, the gigantic, lightning-wielding Galamoth, and even evil doppelgängers of himself and characters from Castlevania III. Some of the bosses, like the Gaibon, Slogra, and Werewolf, even appear later in the game as regular enemies (though Alucard should be strong enough to wipe the floor with them by that point) and the majority of the boss battles require some level of strategy in order to get around their attack patterns.

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Richter’s turned to the dark side…or has he?

While exploring Castlevania, Alucard comes across Maria Renard, who is searching the castle for Richter; however, when Alucard finds Richter, he is revealed to be plotting Dracula’s return in order to give his life meaning. The battle against Richter can quickly go sideways unless Alucard obtains the Holy Glasses from Maria (which can only be found by getting the Gold and Silver Rings from opposite ends of the castle and using a sub-weapon to activate a clock…because of course); the glasses allow the player to see a mysterious orb controlling Richter and destroying this will free him from the evil influence of the wizard Shaft. Shaft then taunts Alucard and goads him into following him further and it was at this point that I prepared myself for the final confrontation…only to be transported to an exact replica of Castlevania…only upside-down and filled with tougher enemies! The Reverse Castle caught me completely off-guard and added maybe another weekend to my playthrough; it seemed as though every time I seemed to be making progress and getting closer to the end, Symphony of the Night threw another curve ball at me that expanded the map and the narrative further and the Reverse Castle was no exception. It was simultaneously exhilarating and frustrating, especially as the Reverse Castle’s enemies often appear in large groups and strange combinations that force the player to flee more often than not.

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Play as Richter for a more traditional Castlevania experience.

Alucard must battle five sub-bosses in the Reverse Castle to acquire Dracula’s body parts, which is the only way to unlock the final confrontation against both Shaft and the Count himself. However, the Reverse Castle is also home to some false sub-bosses, who instead drop power-ups for Alucard that you will need in order to succeed. If, like me, you missed a bunch of ability power-ups and transformations before entering the Reverse Castle, you’ll also have to backtrack to the standard castle in order to be able to swim in the upside-down water or damage enemies with your mist attack, two skills that are essential to safely navigating the Reverse Castle. In terms of replay value, Symphony of the Night features a huge map to explore and the chances are high that, even when you reach the final battle with Dracula, you won’t have explored all 200.6% of the game. If you’re playing the Xbox 360 version, there are obviously a few Achievements to get along the way (the 200.6% thing is one of them) and you can even play as Richter if you enter “RICHTER” as your player name, which makes the game both harder and more like Super Castlevania IV as you now control a whip-wielding vampire hunter. There’s also a bestiary to complete by encountering every enemy and boss in the game but the game favours extending its playtime considerably through the Reverse Castle, rather than any significant post-game features.

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Dracula presents a tough challenge…unless you know what you’re doing.

In the end, I really enjoyed Symphony of the Night; it was tough but in a way that challenged me to be a better player. It’s annoying that Alucard’s shield doesn’t seem to block every enemy attack and that he can’t dash forwards but these are minor complaints (honestly, I hardly ever even used the shield so it’s a mute point, really). The music is great, the graphics, sprites, and backgrounds are all really well-drawn and heavily detailed, and the gameplay mechanics are solid. The RPG elements are just right for me; you don’t have to do a lot of arduous bullshit to upgrade specific stats or whatever. Alucard simply gets stronger and stronger as he levels-up and equipping the right items and equipment will buff him up further. As only the second Castlevania title I’ve ever played from start to finish, Symphony of the Night was a great experience and actually has me hungering for more from Konami’s franchise. Luckily, they have me covered as the Castlevania Anniversary Collection (ibid, 2019) is now available on Xbox One so I guess I know what I’ll be aiming to take on next…

My Rating:

Rating: 4 out of 5.

Great Stuff

Game Corner: Resident Evil VII: Biohazard (Xbox One)

GameCorner
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With Resident Evil VII: Biohazard (Capcom, 2017), I’ve finally reached the end of the big pile of Resident Evil ibid, 1996 to present) titles I got for Christmas. I was making decent progress in the game but kept getting distracted with life, work, and other games but, now that I’ve finally finished one of the most lauded Resident Evil titles ever made, the question is: does the game live up to the hype? After the absolute, balls-to-the-wall action-heavy approach they turned the franchise into in Resident Evil 6 (ibid, 2012), Capcom decided to answer their critics and bring the survival-horror aspects of Resident Evil back to the series but with a twist: this time, it’s in first-person!

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Not gonna lie but I struggle with first-person perspective…

This was a bit of a hurdle for me right off the bat as, traditionally, I don’t really get on too well with first-person videogames, primarily because I don’t like being attacked from behind and I find them to be uncomfortable to play at times. Like, I enjoy the dread and constant tension the perspective offers here and in other, similar games but, when you’re just trying to have a bit of a casual play, it can be draining to be constantly on edge and first-person perspective can hamper controls, combat, and camera angles at times.

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The charming Baker family invite you to dinner…

However, Resident Evil VII: Biohazard utilises its new perspective to great effect as players take on the role of Ethan Winters; unlike other Resident Evil protagonists, Ethan’s just…a guy…nothing special. He’s been drawn to an abandoned house in search of his wife, Mia, who has apparently taken a bit of a turn for the worst. After he’s attacked and has his hand cut off, Ethan is left at the mercy of the mental Baker family, a bunch of messed up back-water hillbillies who make the Texas Chain Saw Massacre’s (Hooper, 1974) family look normal. With his hand reattached by staples (…just go with it) and forced to cobble together items to survive and find a way out of the booby-trapped house, Ethan is relentlessly pursued by Jack Baker, who smashes through walls and attacks without mercy, repeatedly coming back from severe trauma and injury to torment you again and again as he absorbs blows, shrugs off bullets, and your supplies dwindle away to nothing.

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The Molded are viscious buggers, far from your typical zombie fodder!

As Ethan progresses, solving puzzles, battling the bullet-sponge monstrosities known as the “Molded”, and exploring the Baker’s estate, he comes across Zoe Baker, who offers to help cure Mia by developing a serum to combat the infection that has warped her family. The source of the infection turns out to be a young girl, Eveline, who can control the minds of others, and Ethan is eventually forced to battle her in her monstrous final form. Resident Evil VII: Biohazard is unlike every other Resident Evil title before it. Sure, some tropes remain (Item Boxes, herbs, having to manually save (though using a cassette player rather than a typewriter), limited supplies, and a claustrophobic atmosphere) but, aside from some brief last minute (literally the very last minute) references to the previous titles, this looks and plays like an entirely different game. It’s a shocking departure, even more so than when the series switched to an over-the-shoulder, slightly more action-orientated approach in Resident Evil 4 (Capcom Production Studio 4, 2005); it seems that, every time Capcom wants to spice up their survival-horror franchise, a dramatic shift into another genre generally does the trick as long as there’s some restraint placed on the player to emphasise the survival aspects.

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Things get very large and very ugly by Resident Evil VII‘s end…

Resident Evil VII: Biohazard definitely emphasises this aspect as supplies are criminally low; it’s not really enough to have a herb anymore as it’s far more beneficial to also pick up some Chem Fluid to restore more health (as in other recent Resident Evil titles, this can be done with the touch of a button). This extends to ammo as well, as Ethan can combine different objects to create more, or new, ammo combinations. However, there’s never enough to truly feel comfortable in combat; the Molded take multiple shots (even from a good, old fashioned shotgun blast), forcing you to think strategically about when to fight, when to flee, and how to plan your route around enemies when a swarm turns up. Resident Evil VII: Biohazard’s bosses have quite a bit of variety; you start off desperately battling to survive as Jack Baker relentlessly attacks you with an axe or a chainsaw, progress to blasting a giant, slimy creature with the traditional giant red eyes, and end up blasting an enormous, pissed off woman right in the face. The first-person perspective makes these boss battles particularly intense as it doesn’t lend itself to the game’s limited combat; it’s tough to see where a boss is when its scurrying around you, even tougher to get a good shot off, and tricky to pull off sudden, quick-time event-like moments when you’re busy trying to get your vision lined up.

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Trust nothing when it comes to Lucas’ escape rooms…

Once you’re made it through the main campaign, you can take on a variety of additional modes. Not A Hero follows series staple Chris Redfield (once again completely redesigned and working for the now-benevolent Umbrella Corporation) as he battles through the game’s last area to (what else!) a secret laboratory while End of Zoe follows Joe Baker, a slightly more hinged member of the Baker family who uses his apparently-superhuman strength to smash apart Molded and find a cure for Zoe. You can also race against the clock and blast the Molded to feed Jack in Jack’s 55th Birthday, face death again and again in the impossibly-difficult Ethan Must Die, and take on a few other similar survival modes. Despite its dramatically new approach, Resident Evil VII: Biohazard feels a lot like the original Resident Evil in many ways, mainly in its atmosphere and aesthetics. Like the original title, doors are arbitrarily locked by themed keys, Ethan must solve puzzles to open new areas (or to escape death traps set-up by Lucas Baker that more than resemble the Saw (Various, 2004 to present) films), and combat is an intense, strategic action.

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You’re never short on horror in Resident Evil VII.

It was an interesting experiment by Capcom to use the restrictive first-person perspective to enforce the survival-horror aspect in a new, exciting way; it’s not exactly unique, as there’s lots of first-person games that take a similar approach, but it definitely worked to shift the franchise back towards survival-horror. Having played this before and after Resident Evil 2 (Capcom R&D Division 1, 2019), it’s clear that Capcom took a lot of the lessons they learned in developing Resident Evil VII: Biohazard and applied them to their remake. While I doubt that Capcom would ever use them in a full game again, I actually wouldn’t be averse to seeing first-person sequences return in future Resident Evil titles (maybe as side quests similar to the videotape flashbacks seen in this game); however, the important thing here is that the tense, atmospheric horror is retained and, given how well Capcom did in applying this atmosphere to Resident Evil 2, we should hopefully be in for some gory, engaging, terrifying Resident Evil titles once more thanks, largely, to Resident Evil VII: Biohazard.

My Rating:

Rating: 4 out of 5.

Great Stuff

Game Corner: Tomb Raider: Definitive Edition (Xbox One)

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I’m going to kick this off with a revelation: I’ve never actually played a Tomb Raider (Core Design/Eidos Interactive/Square Enix, 1996 to present) videogame from start to finish. As I’ve alluded to in the past, I didn’t have the luxury of being able to afford every videogame console as a kid so I picked the Nintendo 64 while others were playing PlayStation; I did play the original Tomb Raider (Core Design/Eidos Interactive, 1996) for about twenty minutes (and wasn’t massively impressed by its controls, sparse environments, or graphics) and I think I have either Tomb Raider: Legend (Crystal Dynamics/Eidos Interactive, 2006) or Tomb Raider: Underworld (ibid, 2008) downloaded on my PlayStation 3 but I instantly lost interest in it moments after first playing it. However, when my friend gifted me Tomb Raider: Definitive Edition (Crystal Dynamics/Square Enix, 2014) for the Xbox One, I was intrigued not just because I felt I had skipped an important franchise in videogame history but also because I had heard good things about it and that it played similar to the Batman: Arkham (Rocksteady Studios/WB Games Montréal/Warner Bros. Interactive Entertainment, 2009 to 2015) franchise (I guess the Assassin’s’ Creed (Ubisoft, 2007 to 2018) series is a better comparison but I haven’t played them either…).

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Lara’s lost and alone in the wilderness…

Tomb Raider is, if you couldn’t guess from the title, a complete reboot of the franchise in which Lara Croft (and her fellow explorers) journeys to Yamatai, a lost island off the coast of Japan, to find evidence of the mythical Sun Queen, Himiko. Unfortunately, Yamatai is protected by violent supernatural storms, which sinks Lara’s ship and separates the survivors across the island. Isolated and hunted by the island natives, Lara is forced to adapt to her surroundings to find food, shelter, and warmth and then take up arms against the violent Solarii Brotherhood, who wish to make a sacrifice to the Sun Queen. Gameplay takes the form of a third-person perspective as players guide Lara throughout her diverse and varied environments; initially, Lara is relatively incapable and struggles to get through the jungles, cliffs, and shanty towns dotted around the island but, once she obtains a pickaxe and a make-shift bow, she soon becomes an accomplished rock climber, forager, and survivor.

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Lara overcomes her aversion to killing pretty quickly…

Lara is forced to fashion a bow and arrows in order to hunt wildlife for food (though this is merely a plot mechanic; Lara’s health automatically regenerates when she finds cover or avoids damage) but a huge dramatic moment is made of the first time she picks up and fires a gun in self defence. Shaken by the ordeal of having to kill to survive, you’ll soon find yourself blasting fools in the face with a shotgun and stabbing guys through the neck with arrows without mercy. Lara is able to explore her environments to find various helpful items to improve her progress: salvage and weapon parts can be used to upgrade and enhance her weapons, completing various trials and performing certain objectives and actions will award Lara experience points that she can spend on upgrades to improve her hunting and survival skills, and she can find various treasures and documents scattered across the island to unlock Achievements.

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There are tombs to raid but they’re more of a distraction.

There are also some hidden tombs to be found, which reap greater treasures and experience points; you’ll get a notification when one is near and they’re usually easily identified by nearby markings and drawings. Each tomb tests Lara’s abilities with a few simple puzzles, which involve lighting things, jumping across gaps, and manipulating the environment with her various tools. While they are a fun diversion they are just that, a diversion, and the game’s title is actually somewhat misleading as the actual raiding of tomb’s is not even secondary to the game’s plot; it’s a side-mission, one barely given any prominence or relevance at all. Instead, the game pushes the plot revolving around the Sun Queen; when one of Lara’s ship-mates is captured by the Solarii, Lara has to go and rescue her to stop her being possessed by Himiko’s spirit and bring and end to the storms that prevent anyone from leaving the island. She faces betrayal and further trials along the way but, by the time you reach the final area of the game, you’ll be more than levelled up and ready to face the waves of enemies that come at you.

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Lara’s “instincts” give her the edge over her enemies.

Like Batman, Lara is able to use her “instincts” to scan her environment for treasures, intractable objects, and locate enemies that she can combat in a variety of ways: the bow is good for stealth but Lara can also sneak up on enemies for stealth kills. She only has access to one gun throughout the game until the very end, when she acquires a second and ends up as the battle-hardened, experienced hunter/survivor we know as Lara Croft, but this can be upgraded into a rapid fire Magnum. She also obtains a shotgun and an assault rifle (which can somehow also be upgraded into a grenade launcher…) to mow down enemies and use her pickaxe for melee attacks and instant kills. Enemies are reasonably varied; some will attack with machetes and dynamite, others use assault rifles, while bigger enemies are shielded by Samurai armour, meaning Lara must dodge their attacks to strike from behind. This is facilitated via quick-time events, which also appear at various moments when Lara must run to escape flooding areas, collapsing areas, or her many (many) tumbles down hills and cliffs. It was a little difficult getting the timing right for a lot of these quick-time events as the button doesn’t appear onscreen right away but you soon get the hang of it and will be dodging enemies and blasting them with a clip full of bullets before long.

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Quick-time events help keep things engaging.

Lara is also adept at jumping, climbing, and swinging; she can leap pretty far and climb up roped surfaces, jump from rock face to rock face with her pickaxe, and even end up shooting roped arrows to ride her pickaxe down to new areas. Jumping across rocks can be tricky due to the camera angle being just slightly off but, as long as you press X and time it right, you can make most jumps without any issues. You can bring up the map at any time to see what goodies you’re missing in each area; every area of the island has a bunch of stuff to find that will help you out and unlock Achievements. Lara can also make camp at various points; this will save the game, allows her to fast travel around the map (how, exactly, is never explained…). Upgrade her abilities and weapons, and write in her journal like a geek. You can also switch her outfit here, though none of them are that great to be honest and there’s no option for her classic green vest and hot pants outfit.

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Yeah…I won’t be unlocking her any time soon…

Tomb Raider also comes with a multi-player component, though I’m not entirely sure why. In it, players can select one of the many characters featured in the story mode (though, ironically, Lara can only be unlocked after you level-up enough) and take part in deathmatches, rescuing survivors, or retrieving batteries whilst being hunted. As with all online modes, I found this to be chaotic and confusing; I was constantly picked off with frustrating ease, barely ever saw who was killing me, and contributed very little to the match but this is more due to me not really liking online deathmatches and I’m sure if you’re actually good at these modes then there’s enjoyment to be had here. The entire point of this game appears to be to bring Lara to rock bottom and build her up; some of this is dampened by a lot of her ship-mates constantly telling her that she “can do this” because she “is a Croft”, as though having that last name automatically means she can scale a cliff side and kill a God…but she can, and she does, after enduring some harsh trials and learning to do whatever it takes to survive. Along the way, she becomes comfortable with killing to stay alive and looting treasure for her own benefit and, by the end, is noted to have changed a lot and committed to the life of a scavenger and survivor rather than a simple naïve explorer.

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Lara’s experience shapes her into the character we all know.

This makes Tomb Raider quite an engaging experience; you really feel like you are becoming this survivor as you learn new tactics and figure out the best ways of clearing out rooms of enemies and solving puzzles. Every area teaches you something new, introduces new elements, and asks you to adapt and, by the time you’re done and you’re back-tracking to other locations to find stuff you missed, no obstacle will be too great for your fully-upgraded weapons and abilities. Overall, I enjoyed Tomb Raider; it wasn’t necessarily difficult to play through and complete and getting all the upgrades was pretty easy, with only a bit of back-tracking required at the end of the game. There is some replayability in the multiplayer and in the challenges you’ll find in each area but no real post-game story or additional modes that require a further playthrough. Nevertheless, for the first Tomb Raider game I’ve ever played from start to finish, this was a great experience, though I suspect this is largely due to the tight, polished gameplay of this particular title compared t its predecessors.

My Rating:

Rating: 3 out of 5.

Pretty Good

Game Corner: Resident Evil 6 (Xbox One)

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So there’s been a bit of a delay in my playing and completing of the Xbox One Resident Evil (Capcom, 1996 to present) titles due to life and the release of Resident Evil 2 (Capcom R&D Division 1, 2019) but I finally played through and completed Resident Evil 6 (Capcom, 2012). Resident Evil 6 is the culmination of the more action-orientated approach the series took from Resident Evil 4 (Capcom Production Studio 4, 2005); while Leon S. Kennedy went solo in that title and played babysitter to the otherwise-useless Ashley Graham, players were forced to constantly play in co-op, either with a friend or with a questionable AI, in Resident Evil 5 (Capcom, 2009), a title which also upped the action-centric focus of the franchise.

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Chris and Leon get into a bit of a dick-measuring contest…

Resident Evil 6 continues down this route but expands upon it in numerous ways; the most obvious is the amount of playable characters available. Players can choose from four campaign modes, three of which follow the same mechanic of the Resident Evil: Revelations(ibid, 2012; 2015) games and lumber classic Resident Evil characters with a new companion. Players can pick between playing as Leon and Helena Harper of the Secret Service agent, Chris Redfield and BSAA grunt Piers Nivans, Albert Wesker’s son, Jake Muller, who teams up with the returning Sherry Birkin, now a member of the Division of Security Operations, or go it (mostly) alone as Ada Wong. Each character has their own narrative to follow and, as you play through each campaign, you will visit the same locations as other characters, though sometimes at different times, encounter some of the same enemies, and interact with the other character’s stories at various points. This results in perhaps the most complex and connected Resident Evil story ever; you’ll play a lot of the story events out of order so it’s only by playing through each campaign will you truly get a sense of what’s going down.

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Things go to hell when another virus is unleashed…

Essentially, though, it’s the same Resident Evil storyline you’re familiar with only with everything ramped up to eleven and taken to the extreme; a terrorist group known as Neo-Umbrella, apparently under the direction of Ada, develops a brand new virus, the C-virus, and unleashes it at various locations across the globe, causing people to turn into zombies, grotesque mutations, or enter a chrysalis and become these weird, insect-like creatures. Each of the characters pursues different goals in service of ending this threat: Leon and Helena find themselves framed for the murder of the President (who had become a zombie) by Neo-Umbrella affiliate (and National Security Advisor) Derek Simmons and fight to reveal Simmons’ role in the whole conspiracy; Chris and Piers relentlessly pursue Ada after she wiped out their platoon; Jake finds himself recruited by Sherry to bring down Neo-Umbrella because he happens to be carrying the anti-virus to the C-Virus in his blood and they are pursed by Neo-Umbrella’s Usantank; and Ada sneaks around aiding the other characters at various points, obtaining data and information, and uncovering the origins of her imposter.

It’s quite the twisting narrative, to be sure. To differentiate each campaign, the characters all receive slightly different HUDs, weapons, and melee attacks; Leon can duel wield pistols, for example, while Jake can switch to an unarmed mode to pummel enemies. Every character can use melee attacks, however, to stun enemies and set them up for instant kill moves or knock downs but these all drain a stamina meter that can only be filled by standing still. Disappointingly, and somewhat strangely, Jake has this meter and I didn’t really notice it refilling faster than any other characters; I kind of expected Wesker’s son, who is portrayed as this tough, semi-superhuman badass, to have an unlimited stamina meter, especially as he has less weapons to begin with. Another slightly annoying aspect of the weaponry is that the knife is back to being an equippable weapon, so you can’t shoot enemies and then switch to slashing and stabbing with a simple shoulder button press like in Resident Evil 4 and 5, which seems like a step backwards to me.

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The HUDs look different but the gameplay is mostly identical.

Also a step backwards is the inventory interface; while other Resident Evil titles favour a grid-like system that clearly displays all your items and weapons, Resident Evil 6 opts for a linear interface that makes selecting a weapon far more time consuming, switching to a sub-weapon (like a grenade) feel very rushed, and forces you to combine herbs into pills and then store them in a pill case. While this means you can recover health at the push of a button, the entire interface makes it very difficult to juggle your inventory; I was playing for most of Leon’s story before I realised that the inventory isn’t unlimited, which it appeared to be, so you have to be constantly reloading every weapon and combining those herbs, which gets especially complicated when your pill case can only hold so much. All this serves to slow the gameplay down quite a bit, at points, or make combat very stressful as you’ll be desperately scrolling through the inventory to select a different weapon or combine your herbs so you can heal. This is also quite complicated and time consuming as, when you press the button to eat a herb pill, your characters will enter into a short animation where they pop the pill out and swallow it and you’ll only regain health once this animation is complete; I was killed quite a few times during this animation, which was very frustrating. Also frustrating is that pressing the button only restores one block of health; you’ll need to press it multiple times to recover enough health to actually have an impact on your gameplay.

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Your partner is actually quite useful for taking out enemies.

Luckily, your partner is always on hand to aid you in these times of crisis; while you can’t swap and change items like in Resident Evil 5, the partner AI will still come over and help you if you get knocked down and are near death and their ammo appears to be unlimited, which can be useful in tough battles. What isn’t useful, though, is how unbelievably weak all of the characters are; it’ll only take a few bites from a zombie to sap all of your health to one measly block; enemy gunfire and attacks also have a really annoying habit of knocking you to the floor, forcing you to crawl around on your back trying to unload a shot and get to safety. The enemies are quite varied, which is nice; you’ll get the usual zombies, of course, but some of the weirder mutations, similar to those seen in the Revelations games, have deadly weaponry merged into their anatomy, like a particularly nasty chainsaw-armed asshole. Similar to Revelations 2, though, a lot of the intermediate and advanced enemies have seemingly unblockable one-shot kill attacks (I say “seemingly” as it may depend on how much health you have; if you have more than one block, you might be able to fight back in a quick-time event), which is made more annoying by the unskippable and overly long death scenes that accompany these enemies.

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Resident Evil 6 loves a good quick-time event…

There are some new enemy variations at work here, too; there’s one enemy that will burst from its chrysalis as a swarm of insects, which is one of the more annoying and tougher enemies as you have to either chuck an incendiary grenade at it or wait until the big bug appears and hope you can kill it before the smaller bugs swarm over you and drain all your health. Comparatively, the boss battles are much less of an annoyance; they are long and consist of multiple stages and elements, but they generally boil down to a simple tactic of keeping your distance, shooting at the big glowing eyes/boils/similar weak spots, and let your partner do a lot of the shooting. Unfortunately, the enemies all tend to be bullet sponges; in Resident Evil 5, I found I could blast away with reckless abandon and there would always be more than enough ammo to find to keep going but Resident Evil 6 really cuts down on the resources. While I appreciate this as a fan of the classic Resident Evil videogames, it does kind of run contrary to the game’s heavily action-orientated approach; how are you expected to blast through hoards of enemies when your ammo drains away like nothing and the drop-rate is so low? Resident Evil 6 tries to compensate for this not only with the aforementioned melee attacks, which can be useful for conserving your ammo, knocking down enemies, and landing an instant kill, but also in its overabundant use of quick-time events (QTEs). Literally anything could be a QTE in this game; while I don’t recall too many happening in cutscenes like in Resident Evil 4, there are plenty at work in the videogame proper here. Grabbed by an enemy? Waggle the control stick! Being chased by a boss on a mine cart? You better press X and A together to duck under those low-hanging planks of wood! Tackled by a bigger enemy or brought another boss to its knees? Better hit that A, X, or R-trigger and then mash away at X to pummel them! It’s kind of fun in some cases, like when Leon is desperately trying to pilot a helicopter through China, but it’s a lot more fun to do a similar mission with Ada, where she can fire the helicopter’s weaponry.

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A story this big and complex needs a lot of cutscenes…apparently…

Resident Evil 6 also really loves its cutscenes; you’ll sit and watch a cutscene filled with some suitably-dramatic tension or an impossible situation and then maybe take two steps forwards and another cutscene will happen. Similarly, you’ll be tasked with defeating a boss and struggling to take aim with the game’s janky sniper rifle controls and then suddenly a cutscene will interrupt you and you’ll realise that you wasted your ammo on the first couple of stages of the battle as all you really need to do is trigger the cutscene and survive to the final stage of the fight. Don’t get me wrong, I found the story interesting and complicated but it got very annoying to be constantly interrupted with the explosive arrival or return of a massive enemy or another twist in the tale. Also, call me crazy, but I don’t see the gameplay benefit of forcing me to walk sl-low-ly from one point to a door just to trigger another cutscene; just show Chris entering the building in the damn FMV! As in Resident Evil 4 and 5, Resident Evil 6 features numerous autosave points and adopts a chapter-based structure; each character’s story is split into five chapters and each chapter is maybe the length of two of Resident Evil 5’s, making casual play a bit more of a chore this time around. At the end of each chapter, you’ll get a medal based on how well you performed, maybe earn a dog tag (which can be customised and used as your gamer profile banner, I assume), and will be able to use the points you earn to buy new skills to equip. Again, though, this is a limited system; unlike previous Resident Evil titles, you can’t upgrade, improve, or buy new weapons between chapters and can only assign three skills at a time.

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There’s a lot of online modes in Resident Evil 6.

There are bunch of skill slots available, though, and you can switch between them in-game, but being able to equip only three at a time does make the entire skill tree a bit pointless. I would have much preferred being able to upgrade certain things, like weapon accuracy or melee effectiveness, for each character rather than being forced to equip better ammo pick-ups or infinite ammo as a skill. Like many of the other Resident Evil titles of this era, there are some additional modes available; the “Mercenaries” mode returns, where players to survive as long as possible against waves of enemies across the game’s various maps. In “Onslaught” mode, two players battle against waves of enemies while “Predator” pits up to six players against the Ustanak and “Survivors” is more of a classic death match set-up. I’ve only really played a bit of the Mercenaries mode as I have no desire to be depressingly owned by twelve-year-olds over the internet but I can’t say any of these extra modes hold much appeal for me. Unlike other Resident Evil titles, there aren’t really many incentives for completing the single-player campaign. You’ll get an extra scene at the end of everyone’s credit rolls, unlock New Game+ to play with the weapons and items you’ve previously acquired, and eventually unlock the ability to equip infinite ammo for various weapons but there are no additional costumes to unlock except for in the online modes. There are Serpent tokens hidden throughout each location that you can shatter to unlock concept art and the like, and you can play through each campaign again as the partner character, if you really want to play as Sherry again, and there are obviously a lot of Achievements to unlock, but I really missed unlocking extra costumes and weapons after a playthrough. I heard a lot of crap about Resident Evil 6 but I didn’t really believe it; I figured I would be happy to be playing as Leon once again and returning to his Resident Evil 4 style of gameplay but, ironically, Leon plays very differently to how he did in that game. Instead, every character feels and plays like they’re from Resident Evil 5; much more tactile, combat-focused, and relying on a bunch of over-the-top, QTE-heavy melee attacks to dispatch enemies. I was a bit confused, to be honest, as I figured Resident Evil 6 was going to mash together the Resident Evil 4 and 5 playstyle, the more first-person-shooter approach taken by Resident Evil: Operation Raccoon City (Slant Six Games/Capcom, 2012), and an entirely new, melee-centric playstyle.

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Don’t even get me started on this fucking thing!

This seemed like the perfect time to mash together the older, more popular style of gameplay with Capcom’s newer, faster, FPS approach but…that’s not what has happened here. Instead, every character is essentially exactly the same, which doesn’t offer a lot in the way of variety; obviously, the Resident Evil characters were never that different in the original titles but that was more due to hardware limitations. Resident Evil 6 can’t really use that excuse, though, and really should have tried to make the characters more distinct in the way they play. In the end, I did enjoy Resident Evil 6 but it was much more of a slog to get through than any of the other titles; as annoying as I found the Revelations games, at least their chapters and missions were short and could be played in a casual burst. Here, everything is an annoyance; you’ll constantly be sent flying, knocked to the floor, run out of ammo and resources, wrestle with QTEs, die a lot, and probably get sick of seeing the same boss enemies crop up again and again and again. I found it much more enjoyable to focus on one campaign at a time and leave a little gap between starting the next campaign, which is a bit of a shame as I didn’t feel as fatigued playing through the campaigns in the previous games.

My Rating:

Rating: 2 out of 5.

Could Be Better

Game Corner: Mortal Kombat 11 Guest Characters

GameCorner
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I’m a bit late with this but NetherRealm Studios’ Mortal Kombat 11 will be coming later this year and, as with every Mortal Kombat, fans have immediately started asking several questions: What characters will be returning? What new characters will be included? What will the story be? What new, or returning, gameplay mechanics can we expect? Just how brutal will the Fatalities be? And, of course, the question of guest characters. After the inclusion of Freddy Krueger in Mortal Kombat (ibid, 2011), Mortal Kombat X (ibid, 2015) featured four guest characters from outside the franchise: Jason Voorhees, Leatherface, Alien, and Predator. This may have been a bit of overkill; I would argue that it would have been enough to just have Alien and Predator and that the other two DLC spots could have gone to some classic Mortal Kombat characters but it does set a tone for what we can potentially expect from Mortal Kombat 11.

The question of guest characters has been brought up to me in conversations about the videogame so I figured I would talk about a couple of characters I’d really like to see turn up as DLC in Mortal Kombat 11.

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Pennywise would be my first choice.

The first is Bob Gray, better known as Pennywise the Dancing Clown, the eponymous “It” from Stephen King’s classic 1986 novel. Honestly, I would argue that it’s extremely likely that we could see Pennywise in Mortal Kombat 11 as NetherRealm Studios is a subsidiary of Warner Bros. Interactive Entertainment, which is itself a subsidiary of Warner Bros., the studio behind It: Chapter One (Muschietti, 2017), It: Chapter Two (ibid, 2019), and Stephen King’s It (Wallace, 1990). As a result, the rights shouldn’t be any more of an issue than they were to get Freddy or Jason into the game. While it’d be nice to bring in Bill Skarsgård to voice the character, NetherRealm Studios would most likely do what they did with Freddy and simply have It chuckle, roar, and growl as It attacks. Given that Mortal Kombat 11 is set to bring back character variations, which allows each character to have three slightly different playstyles, each one associated with a different costume, I would hope to see NetherRealm Studios continue what they did with Leatherface when it comes to Pennywise’s variants.

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Seeing It’s different looks would be an essential inclusion.

Each of Leatherface’s variants was modelled on a different outfit from one of the Texas Chainsaw Massacre (various, 1974-2017) movies. Since DLC characters tend not to have the same amount of additional costumes as regular fighters, I’d do the same for Pennywise; have one variation be modelled after Pennywise’s 2017 look, one after his 1990 look, and one more closer to his depiction in the books (a shiny, silver suit with big orange pompoms and a bow tie, as illustrated above by Mikael Quites).

Make use of Pennywise’s warped sense of humour.

Next, for Pennywise’s general moveset and depiction, I see Pennywise as a very grounded all-rounder. It would have an average jump height, speed, and recovery and could clash at opponents with claws, fangs, and tentacles. I would look back to what NetherRealm Studios did with Shang Tsung in Mortal Kombat and the Joker in their Injustice titles (NetherRealm Studios, 2013; 2017), specifically in Injustice 2, where the Joker was depicted as a nightmarish clown. Just imagine seeing Pennywise morph through some different forms or holding a balloon (or a bunch of balloons) in front of Its face while taunting Its opponent, perhaps while munching on a child’s arm. Pennywise’s special moves could be as varied as you want; I remember being really disappointed with how limited, boring, and weak Freddy’s special moves were in Mortal Kombat and NetherRealm Studios really made up for this with Mortal Kombat X’s guest characters.

Mesmerise a foe or just chew on their flesh!

Pennywise could warp from one side of the screen to another in a cloud of orange smoke or a burst of orange light, stun or screw up an opponent’s controls with a Deadlight Gaze similar to Quan Chi’s Trance from MKX, and chomp away at the opponent’s face and neck with those big old vampire teeth like Mileena’s Pounce from MKX or Reptile’s Fatality from Mortal Kombat 4 (Midway Games, 1997). I’d also like to see Pennywise dart towards the opponent with spider legs like in the 2017 movie and similar to D’Vorah’s attacks, maybe summon a bunch of drowned dead kids to hold the opponent in place, and grab the opponent whilst spewing toxic bile over them in Its Leper form. I would avoid using balloons in any of Pennywise’s moves and save them for the intro and outro animations but I guess It could use them as explosive traps to propel the opponent into the air.

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You can’t have Pennywise and not do the Spider…right?

As for the X-Ray moves, I’d like to see Pennywise morph into a gruesome variant of the Frankenstein Monster and the Mummy and perform a move similar to Jason’s Back Breaker/Tight Squeeze and have It crush the ribcage of the opponent, and use those razor-sharp fangs to crush the opponent’s shoulder blade. For Pennywise’s Fatalities, you have to go back to the Spider-It; take inspiration from the 1990 version, yes, but I would also either incorporate anything used in It: Chapter Two (if this form even appears) and both the Alien’s Killer Queen Fatality and Scorpion’s transformation from Mortal Kombat 4. Have Pennywise contort and twist into a giant, crazed spider; have It impale the opponent through the chest/stomach, tear their upper body off, and then drop their still screaming form into its salivating jaws.

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The Deadlights could melt foes to their bones!

It’s other Fatality could be based on the depiction of the Deadlights in It: Chapter One; have Pennywise grab the opponent and Its head split open, mesmerising the opponent so they float up to the Deadlights that then melt the flesh off their bones similar to Nightwolf’s Ascension Fatality from Mortal Kombat. Brutalities are generally quite standard but you could have Pennywise rip the opponent’s head or limbs off and start gnawing away, slice the opponent’s legs off at the knees with Its spider legs, maybe toss a balloon at the opponent’s face that explodes in a burst of Deadlights and has the opponent’s head explode. As for Pennywise’s story and ending…well, these are never that strong or defined for Mortal Kombat’s DLC fighters; Pennywise’s status as a transdimensional being means that It could easily be sucked into the Mortal Kombat universe and want to compete for chance to dine on new fears and new flesh. Its ending would simply be to accumulate the power necessary to spread Itself over the multiverse and feast for all eternity, or perhaps even eat Itself to death, or, maybe, some kind of hint towards King’s interconnected multiverse.

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Spawn’s no stranger to being a guest fighter.

The other guest character I think is perfectly suited to Mortal Kombat is, of course, Spawn. If he hadn’t already appeared in Injustice 2, I would have also suggested Hellboy but Spawn also has a high probability of appearing as Todd McFarlane, the character’s creator, has all-but-guaranteed that his violent anti-hero will make the cut later this year. While McFarlane is known for blowing a lot of smoke when it comes to his most popular creation, it cannot be denied that Spawn would be a great fit for Mortal Kombat; Spawn was also previously a guest fighter in the Xbox version of SoulCalibur II (Project Soul/Namco, 2002) so a lot of his moveset could be drawn from that title. His story would also be just as simple as him being transported across dimensions and fighting to get back home, though I’d have his ending be suitably dire and angst-ridden, like he ends up displacing Malebolgia and becoming an evil despot intent on conquering the multiverse.

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Spawn’s brute strength and magic could pummel foes.

Spawn also has a few distinctive looks that could be used for his variations; the classic Spawn look is a must, as is his tattered-and-torn look, and maybe Medieval Spawn, Angel Spawn, the Redeemer, or some other look could be incorporated into his last variant. Spawn could emerge through a hellfire portal like Freddy, or simply teleport himself in a burst of Necroplasm, and you could even bring in the legendary Keith David to reprise his much-lauded role as the character’s voice artist. Spawn is a great opportunity to carry over some of the superhero-stylings of Injustice 2 thanks to his vast and varied moveset; Spawn could do variants of Superman’s Flying Punch, Lockdown Launch, and/or Rising Grab while teleporting in a manner similar to Scorpion, use his cape to float over the battlefield and launch himself down at opponents, and blast out energy bolts or beams (similar to Doctor Fate) that could set the opponent on fire.

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Go back to Kratos for an idea of Spawn’s moveset.

Spawn also has the added bonus of being well-known for his cape and chains; he could incorporate a Cape Parry similar to Batman’s, or wrap his opponents up in it like Sindel used to with her hair, and whip his chains around in a flurry like Takeda in MKX, Kratos in Mortal Kombat, and Scarecrow in Injustice 2. Spawn is also known for using heavy-duty firearms so could bust out a machine gun or rocket launcher like Jax did in MKX, or these could possibly be saved for his grabs and throws.

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Spawn should definately send his foes to Hell!

For his X-Rays, Spawn could grab his opponent’s head in both hands and crush their skull, or use his chains to draw them in close and snap their joints. I did have an idea for one Fatality that, similar to the Killer Queen, would see Spawn summon Malebolgia but, rather than repeat myself, I think it might be better to do something like the stage transition from Injustice: Gods Among Us and Cyborg’s Super Move from Injustice 2, which sees the opponent launched to Apokolips and assaulted by Darkseid and Parademons, respectively, only replace Apokolips with hell similar to that seen in Scorpion’s Fatalities/outros and Darkseid and the Parademons with Malebolgia, the Violator, and other Hellspawn.

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Spawn’s powers would allow for some gruesome Fatalities.

As for his second Fatality, Spawn could wrap his cape around the opponent’s head and suffocate them, or crush it, but that’s a bit lame; perhaps something similar to Reptile’s Weight Loss Fatality from Mortal Kombat or Scorpion’s Super Move from Injustice: Gods Among Us would be better and a good way to reincorporate some brutal moves previously used by other characters in other games. I’d also look back to Kratos, Takeda, maybe even Kabal for inspiration for Spawn’s Brutalities, which could be anything from detonating a grenade or energy blast in an opponent’s mouth to tearing their limbs off with his chains. In the end, Mortal Kombat 11 is sure to have its fair share of guest characters; for me, drawing from horror movies and violent superheroes/comics is a great starting point as certain characters just fit the franchise. NetherRealm Studios might seek to incorporate faces more familiar to their franchise, which I wouldn’t be adverse to (I’m looking at you, Rain!), or to other franchises (perhaps Chucky or Michael Myers, maybe even someone really obscure like Pumpkinhead!) but, for me, using Pennywise makes sense as It is a natural inclusion, is basically owned by the studio already, and has a big movie coming out this year so it all ties together as a marketing move, and Spawn is as natural an inclusion as someone like Hellboy or Kratos. You’d be hard pressed to find a more violent anti-hero, who still retains a lot of the popularity he had in the mid-nineties, without alienating the kids who might force their parents to buy them this super-gory game just because Batman has been included.

Time will tell who will make the cut but let me know in the comments what you think of these picks, who you would like to see show up, and your opinion of guest characters and Mortal Kombat in general.

Game Corner: Resident Evil 2 (2019; Xbox One)

GameCorner
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I had a plan. It was a simple plan. I would buy up all the videogames I hadn’t yet played for Xbox One at a rate of about one a month, complete them, maybe review them, and get as many Achievements as possible, all so that I could justify buying Resident Evil 2 (Capcom R&D Division 1, 2019) on release day. As you have gathered, that plan got a bit side-tracked as I ended up with every single Resident Evil title for Xbox One; though I managed to get through four of these (I didn’t actually do a review of Resident Evil 4 (Capcom Production Studio 4, 2005)…my bad), I’ve had to put the last two on the back-burner to play this highly anticipated game. And it really was highly anticipated, especially by me. Resident Evil 2 (Capcom/Rockstar San Diego/Factor 5, 1999) was my gateway into the franchise; an essential purchase during my Nintendo 64 days and I used to waste entire weekends blasting through the different story modes as quickly as possible thanks to the infinite health and ammo cheats made available in the N64 version. I had an equally enjoyable time with the GameCube remake of Resident Evil (Capcom, 2002) and segued into playing the titles without the aid of cheats but the question remained as to whether I would actually be any good at the Resident Evil 2 remake without infinite health, ammo, and factoring in the new graphics, layout, and over-the-shoulder perspective.

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Safe to say these two have had better days…

Resident Evil 2’s story is largely unchanged from the original; rookie cop Leon S. Kennedy and college student Claire Redfield arrive in Racoon City just as the entire population is turned into zombies due to exposure to the Umbrella Corporation’s new G-Virus. Taking shelter in the police station, both characters are pursed by a hulking Tyrant variant (“Mr. X”), encounter a constantly mutating creature (“G”), and run into various other characters as they try to survive the horror and escape the city with their lives. First of all, as you may have heard, read, or seen, Resident Evil 2 is an incredibly gorgeous creation; graphically, the game has no equal right now and the characters, environments, and creatures of the franchise have never been more realistic and frightening. The game’s use of light is fantastic; there’s hardly any areas of the game fully lit, so Leon and Claire are dependant on their torch to scan their environment for resources and enemies.

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Tension is high as you explore your envionment.

This makes simply exploring rudimentary areas incredibly tense in a way that is so beyond the original game’s fixed camera angles; this tension is expanded further through the winding, claustrophobic nature of the environments. The police station has very few open areas and those it does have are either poorly lit or eventually become hazardous when Mr. X comes plodding along; the cell area, sewers, and laboratory are all equally closed in, meaning that you’re never quite sure what will be waiting around the next corner. Resident Evil 2 is a fantastic return to form when it comes to item management and conservation of resources; fresh off of three of the more modern titles, the sudden return to having very little in the way of ammo and health was jarring. Leon and Claire have a very limited inventory, so you’ll want to make use of the magic Item Boxes and multiple pouches to expand your inventory wherever possible. You should also take every opportunity to combine herbs and gunpowder for additional ammo as you’ll definitely need it in the game’s later stages. Because of this, you can’t just run around blasting zombies like fish in a barrel; the game actively discourages this as these zombies are built to last! A headshot may, if you’re very lucky, result in a one-hit kill but, nine times out of ten, you can empty an entire clip into a zombie’s head and it’ll still get up and keep coming for more. Discretion is definitely the better part of valour in Resident Evil 2 but you’ll be forced to make some tough choices when Mr. X starts chasing you through pitch-black corridors filled with zombies or Lickers!

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Don’t even try fighting this guy; just run, quickly!

Fortunately, there are other methods at your disposal; you can board up windows to stop zombies breaking into the station and counterattack any enemy with a knife, flash grenade, or hand grenade. These can also be used as regular weapons but the knife won’t last forever, so you can’t just go stabbing away without a care in the world. None of these weapons have a hope of killing Mr. X, though; unlike in the original game, he can only be momentarily stunned and will pursue you, even through doors, until you manage to give him the run-around.

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Use your wits to out-manuevure “G” and blast his weak spot!

You’ll also encounter a few boss battles, mainly against different forms of “G”; in the more modern games, these may have included quick-time events or button mashing sequences but, here, you are forced to go old school, dodging his attacks and waiting for the right moment to shoot his massive eyeball. It’s an exhilarating return to form as you’ll only have yourself to blame for not conserving your ammo or stocking up on healing items. Other boss battles, such as the one against the giant alligator and when you face “G” in the sewer, require you to set traps to win the day to help mix things up, while disgusting G-Virus monsters take the place of the giant spiders and appear as tougher enemies in the sewers.

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A myriad of puzzles will test your skills.

Also returning from the original game, but greatly expanded upon here, are the classic Resident Evil puzzles; as a former museum, the police station is full of weird shit, items, and mysteries that you’ll have to find, solve, and piece together in order to progress. One thing that is a bit odd is that, unlike every single Resident Evil title ever, you do not automatically discard items or keys once they’re no longer needed; instead, you have to do this manually, which is the only negative thing I have to say about the game and it’s purely because this has never been necessary in the past, but it’s an extremely minor complaint really. Navigation is pretty easy thanks to the map screen, which clearly shows you rooms you’ve been in, doors that are locked, and other points of interest, though it doesn’t hold your hand like some of the later titles and you’ll be required to use your brain and remember the layouts pretty well to get around obstacles or Mr. X and reach new areas. There’s a lot of variety at work in the game; at certain points, you’ll switch to playing as either the mysterious Ada or the adorable Sherry, both of whom play very differently to each other, not to mention Leon and Clear. Completing the game also unlocks variant costumes (including classic attires) and the “Second Run” mode, which tells the story from a different perspective, swaps around a lot of the item locations, and features different boss battles. Completing the game on each of these playthroughs is essential to battling the true final boss and seeing the game’s true ending; it’ll also unlock the “Fourth Survivor” mode, where you take an Umbrella commando through an infested police station, and the “Tofu Survivor” mode (…where you play as a piece of tofu) makes a welcome return.

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If you want the best, you’ll have to be at your best!

You can also unlock in-game models, concept art, Achievements, and even infinite weapons if you dare take on some of the game’s more challenging options. Resident Evil 2 has three difficulty settings: Assisted (aim assist, weaker enemies, health recovers a little bit), Standard (no aim assist, no health regeneration, normal-strength enemies), and Hardcore (no aim assist, no health regeneration, tougher enemies, Ink Ribbons are needed to save at Typewriters, no auto-save points…basically the classic Resident Evil formula, meaning all of us old school gamers must be Hardcore by default!). To get the best weapons and reap the best rewards, you’ll be required to beat the game under a strict time limit on Hardcore mode but, with trial and error (or a handy online guide), you will find that the game can be beaten in under three hours. However, this doesn’t make Resident Evil 2 any less desirable to play; the tension and atmosphere alone are worth the price of admission as the game finally returns the franchise to its survival-horror roots. Newer gamers may struggle with this; enemies don’t drop gold or resources, you can’t punch boulders, and there’s very little hand-holding throughout the game. Either you stay sharp and be smart with your resources and pick your battles, or you get injured, waste your ammo, and die in short order, just like in classic Resident Evil tradition. Resident Evil 2 is nothing less than a masterpiece, from the graphical quality of the game to its gore, soundtrack, and the amazing job it does staying faithful to the original title, and the time period it was made, while still bringing everything a quantum leap forward using modern gameplay mechanics and capabilities. The game is a solid five-star effort and I can only hope that, going forward, Capcom leans more towards this formula for future Resident Evil titles and away from their more action-orientated approaches.

My Rating:

Rating: 5 out of 5.

Fantastic

Game Corner: Resident Evil: Revelations 2 (Xbox One)

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Continuing my ongoing slog through a backlog of Resident Evil titles, I recently played through, and completed the main campaign of, Resident Evil: Revelations 2 (Capcom, 2015) on Xbox One. After struggling a bit with some aspects of the first game, I had hoped to be more comfortable going into Revelations 2 but Capcom made a few changes that make this title almost unrecognisable from its predecessor. Firstly, unlike its predecessor, Revelations 2 was released for main consoles right from the start, rather than being a HD port of a Nintendo 3DS game. However, rather than being a complete package, this title was released in episodes, presumably to encourage players to become immersed in its storyline; whether this actually worked or not is beyond me as I played the Xbox One version, which contains the entire game on one disc.

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Never has a skill tree been more unnecessary…

Revelations 2 brings Barry Burton and Claire Redfield back to the franchise; like the first game, each is lumbered with a new character who acts as their partner as they fight to escape from an island that is crawling with infected monstrosities. Claire, partnered with Barry’s daughter Moira, attempts to find her way off the island while Barry, teaming up with Natalia, a young girl suffering from amnesia, arrives at the island some six months later in search of his daughter. Like many of the Resident Evil titles released around this time, Revelations 2 plays from a third-person, over-the-shoulder perspective; as in its predecessor, players have complete freedom of movement, can shoot and reload while moving, and can use healing items at the touch of a button. Well, not quite a touch; this time, players must hold down the R trigger to use these items rather than simply pressing one button. This mechanic is directly tied into the game’s unnecessary and largely pointless skill tree; completing each of the game’s chapters and meeting certain objectives earns the player with BP, which can be spent upgrading certain skills, such as how long it takes to use a herb, how effective they are, and other actions tied in to combat and the player’s partner.

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Natalia will point at enemies…it’s super useful…

Unlike in Resident Evil: Revelations (ibid, 2012), players can switch between the two team-mates and even play the game with a friend in co-op mode. Unfortunately, whether you’re partnered with Moira or with Natalia, you’ll find the partners to be next to useless. Neither of them can use firearms; Moira can blind and stun enemies with a torch and bash them with a crowbar while Natalia can sneak around unnoticed and throw bricks at zombies. One of the things I disliked about the first game was the “Genesis” device that forced me to constantly scan enemies and the environment for resources. A similar function exists here, unfortunately, as players can only find hidden items with Moira’s torch or Natalia’s convenient “sixth sense”, which means that you’ll have to jump back and forth between your two characters to find everything in each area. While the first game featured some unique enemy designs tied directly to its water-based environment, Revelations 2 opts for the more traditional zombie-like enemies and mutated creatures favoured by the series after Resident Evil 4 (Capcom Production Studio 4, 2005). The major difference here, though, is that these creatures appear to be made of sponge; they will soak up your bullets and still keep coming and some of the larger and more violent enemies may require other tactics to get around.

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Seriously, fuck this fucking thing!

Barry, for example, can sneak up on enemies and dispatch them in one move but the Glasp, for example, is invisible, requiring players to switch to Natalia and point out and target the creature so Barry can kill it, which is extremely frustrating when involved in combat. In fact, too many of the game’s enemies have instant kill moves; the reoccurring and extremely annoying bullet-sponge first encountered in the junkyard will have you tearing your hair out as you struggle to hit its weak point and avoid its insta-kill move. Once again, players can use Part Boxes to upgrade their weapons; the game’s extensive (and yet restrictive) crafting system also allows players to craft explosive bottles and helpful items to stop bleeding and wipe away gunk, two new status effects that really add to the game’s frustrations. Personally, I found myself loading tourniquets, wipes, and healing items on the partner character, who will automatically use them when you get stuck in a bind.

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This bitch has plans, man…lots of plans!

The game’s narrative is pretty engaging; across four chapters, you’ll attempt to escape from a dire situation and uncover the fate of the characters. In true Resident Evil fashion, though, the plot is far from simple; while it doesn’t jump around as many different places and points in time as its predecessor, it can still be confusing trying to figure out what the mysterious Overseer is up to and uncover the mystery behind the island. On top of that, the game has two potential endings depending on how you deal with the now-traditional “huge tentacle mutating creature” boss battle. This (and the different medals available in each chapter, hidden emblems, and the Achievements) may entice players to revisit chapters from the story once again but, honestly, each chapter is so long that playing casually is not as easy as it was in the first game. Revelations 2 also features a couple of other game modes; Raid Mode returns, this time as a kind of virtual reality simulation that allows players to play as some classic Resident Evil characters in settings that closely resemble those of older games and battle swarms of enemies. Additional side stories also flesh out the main campaign; “Little Miss” sees players control Natalia and her dark doppelganger, sneaking past monsters in an effort to find her bear, while “The Struggle” sees Moira having to hunt animals to survive and clear previous areas of enemies to stay alive.

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This bastard alone is enough to convince me to put this game down.

I wasn’t massively blown away by Resident Evil: Revelations; it was a bit awkward in places, the story was all over the place, and the enemies were way too aggressive and annoying. A lot of this is the same here; for everything Revelations 2 does better (graphically the game is superior and the locations are a lot easier to navigate; the story is arguably more engaging as well, if a lot more confusing), it also suffers from some of the same drawbacks as well as some all new ones. Forcing players to switch to their partner, who is as good as dead against many of the game’s monstrous enemies, just to solve puzzles, find items, and get through areas is tedious and annoying; the chapters are also too long, making repeated playthroughs a bit of a slog, and any game that makes a regular mid-level boss more difficult than the final boss is one that irks me, especially when this enemy constantly keeps showing back up and can easily one-shot you no matter how well you’re playing.

My Rating:

Rating: 2 out of 5.

Could Be Better

Game Corner: Resident Evil 5 (Xbox One)

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For me, the Console Wars extended well past the 16-bit era of videogaming. Unlike a lot of my friends, I did not have the income to justify doubling down so, while they were all off playing PlayStation and PlayStation 2 while alsoa playing Nintendo 64, I stuck with the Nintendo 64 and GameCube since SEGA were no longer in the business of making consoles. As previously detailed, this means that I didn’t have much exposure to Resident Evil (Capcom, 1996 to present) apart from the Nintendo 64 port of Resident Evil 2 (ibid/Rockstar San Diego/Factor 5, 1999). Although I enjoyed the GameCube remake (Capcom, 2002) and Resident Evil Zero (ibid), I yearned for the chance to take up arms as Leon S. Kennedy once again. Resident Evil 4 (Capcom Production Studio 4, 2005) changed that while simultaneously changing the franchise significantly. Slowly, as Capcom released more and more titles with newer control schemes and gameplay mechanics, Resident Evil shifted away from being a survival-horror series, where supplies were limited and caution was the preferred choice, and became far more action-orientated. Resident Evil 4 laid the groundwork for this, moving the camera behind Leon’s shoulder and allowing full 360-degree movement, and changed the franchise’s focus away from zombies and the machinations of Umbrella and more towards parasites and mutations.

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Gone are the days of collecting medieval-themed keys.

Staying the course, Resident Evil 5 (Capcom, 2009) took these aspects and ramped them up to eleven. Returning Chris Redfield to the series, Resident Evil 5 dropped players into a complex plot revolving around Albert Wesker’s attempts to destroy the human race with the Oroburos virus. Teamed with Sheva Alomar, Chris finds himself on a path towards not just saving the human race but also of vengeance; prior to the game’s events, Redfield’s partner, Jill Valentine, was presumed dead at Wesker’s hands and Chris, having bulked up to stand a better chance against Wesker’s superhuman abilities, is determined to have his revenge.

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Think of Sheva as a walking Item Box…

Unlike Leon, who was lumbered with protecting and rescuing Ashley Graham in Resident Evil 4, Chris and Sheva operate as a unit. Two players (or one with the CPU) can progress side-by-side throughout the main campaign; Chris and Sheva each have their own limited inventory slots meaning that, with no Item Boxes present in the game, trading and combining items is essential to survival, similar to the partner system of Resident Evil Zero. Ideally, you’ll want to play Resident Evil 5 with a friend as the CPU is extremely basic; your partner will shoot at enemies, pass you ammo, and heal or resuscitate you when necessary but is just as likely to be found stuck behind objects or running against a wall. They also seem incapable of using any weapon other than the one assigned to the top of their inventory, meaning you’ll probably end up using them as a walking, talking storage system.

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Use your hard-earned gold to buy and upgrade weapons.

Supplies are plentiful, however, even more so than in Resident Evil 4; dispatched enemies will often drop herbs, ammo, gold, or other trinkets while breakable pots, chests, and other objects will yield similar provisions. Other treasures can also be located throughout the story and can be sold at the end of each chapter to purchase new weapons; while it is sad to see the Merchant absent from the title, this does make inventory management a lot simpler and easier. In terms of gameplay, the control scheme of Resident Evil 4 remains intact here, with some additions; at certain points, the player must command their partner to pull levers, open doors, or otherwise assist with various, simple puzzles. Quick-time events still pepper certain cutscenes, meaning you have to remain on your toes the entire time whilst playing, which adds a nice level of spice and interaction to otherwise passive gameplay moments.

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It’s safe to say that Wesker’s lacking calm in this entry.

The enemies in Resident Evil 5 are many, varied, and plentiful; the first mission alone sees Chris and Sheva swarmed with a seemingly endless horde of Majini and the number of enemies onscreen at any one time is easily double that seen in its predecessor. Beyond the regular zombie-like enemies, players will also face the hulking Executioner, spear and shield wielding foes, the return of the Lickers and chainsaw Majinis, and even a gigantic troll-like creature. The ultimate confrontation comes against Wesker, who faces the player at first largely unarmed except for his superhuman abilities and, ultimately, in a mutated form that closely resembles that of a Tyrant. Beyond the main campaign, players can also take part in the Mercenaries mode (where they must eliminate as many enemies as possible within a strict time limit) and a Versus mode (where players take part in online battles as part of one of two factions) . The story is further fleshed out in two DLC campaigns, ‘Lost in Nightmares’ and ‘Desperate Escape’, which sees players once again back in control of Jill Valentine.

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Resident Evil 5 is very enjoyable when playing with a friend.

When I first played Resident Evil 5, I remember being quite underwhelmed and disappointed; I had enjoyed Resident Evil 4 quite a lot, despite the hindrance of Ashley’s dead-weight, and it felt as though something had been lost in trying to do more and more. I don’t really mind the added emphasis on action or co-op as it makes the game a breeze to play; checkpoints and autosave locations are plentiful, meaning you can get a good feel of how to progress past more difficult sections and the freedom of movement is unparalleled. Since playing the HD remake on Xbox One, though, I have found that the title is a lot more fun and interesting than I previously believed. Admittedly, a great deal of my enjoyment has come from playing online co-op with a friend of mine but, even when playing alone, I have found myself returning to the game’s campaign, earning Achievements, stocking up my inventory, and earning more BP to spend on costumes, figurines, and upgrades for my weapons.

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Relish the opportunity to wipe that smug smirk off Wesker’s face.

All-in-all, Resident Evil 5 is a great action-horror title; it is not the classic Resident Evil formula but, should you wish to play a game that is, there are plenty of previous titles that are readily accessible. I think the game may have gotten a bad reputation back in the day for straying so far from the survival-horror genre but, now, with the benefit of hindsight and subsequent titles, I can appreciate the faster pace of the title and Capcom’s attempts to keep the franchise relevant in a difficult market.

My Rating:

Rating: 4 out of 5.

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