Game Corner: Star Wars: The Force Unleashed II (Xbox 360)

GameCorner
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Released: October 2010
Developer: LucasArts
Also Available For: iOS, Nintendo DS, PlayStation 3, Nintendo Wii, and PC

The Background:
Despite its flaws, Star Wars: The Force Unleashed (ibid, 2008) was a commercial success; as a result, LucasArts rushed into production with a sequel to what was, at the time, the official bridge between the events of Star Wars: Episode III: Revenge of the Sith (Lucas, 2005), and Star Wars: Episode IV: A New Hope (ibid, 1977). My experience with The Force Unleashed was mired by the game’s dodgy camera, wonky physics, and repetitive levels and combat. When the game shined, it shined pretty brightly but even its best moments couldn’t overshadow the flaws in the engine and execution. The story, while interesting, had a few issues as well (even more so considering the games have long since been rendered non-canon by Disney), and was pretty well wrapped up with Darth Vader’s turncoat secret apprentice, Starkiller, dying a martyr to inspire and rabble the Rebel Alliance. But the franchise made money so, armed with the lamest excuse possible, LucasArts came back with this sequel but does it improve on its predecessor’s failings or is it more of the same?

The Plot:
After multiple failures, Darth Vader has finally perfected a clone of his secret apprentice, Starkiller. However, haunted by the memories, feelings, and motivations of his predecessor, the clone sets out to uncover the truth of his identity and reconnect with his lost love, Juno Eclipse.

Gameplay:
Like its predecessor, Star Wars: The Force Unleashed II is a third-person action title in which the player controls a clone of Vader’s secret apprentice, Starkiller. If you thought Starkiller was a damaged, edgy character torn between his divided loyalties, this clone ramps it up to eleven as duplicating Starkiller’s prowess with the Force also meant duplicating his memories and emotions. Nowhere is this more evident in the fact that Starkiller now wields duel lightsabers, holding them both behind him like an absolute bad-ass. As a result, the already frenetic combat of the original is dialled up in this sequel; whereas you could just mash away at the X button in The Force Awakens to cut down foes, it was also encouraged that you time your strikes to unleash an impressive flurry of damaging attacks. Here, though, the combo system is literally as simple as successively hitting X to turn Starkiller into a laser-sword blur of blades and attacks; regular enemies no longer have their own health bars, meaning you’re literally encouraged to just mash away until they’re defeated.

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Starkiller’s Force powers are back, stronger than ever.

Most of Starkiller’s basic Force abilities make a return; you can fry Stromtroopers with Force Lightning, push or toss them (and objects) with Force Push and Force Grip, or blast them away with Force Repulse. The game also places far more emphasis on pressing Y or O during a lightsaber combo to deal additional damage with Force Lightning or Force Push, which is extremely useful for clearing out waves of enemies or dealing additional lightning damage. While the life-sapping Force Shield is absent, Starkiller can now use a Mind Trick to convince his enemies to turn on their comrades or leap to their deaths which, while handy (and pretty much mandatory in the game’s final battle against Vader), can be clunky; I found it either wore off too fast or enemies just shrugged it off when I applied it. as you cut down enemies, you’ll build up a meter in the bottom left of the screen; once fully charged, pressing down the two analogue sticks will send Starkiller into a “Force Rage”, which increases his attack power and resistance to injure for as long as the meter lasts (which, to be fair, is quite a while). As you cut down enemies, you’ll earn points that can be used to upgrade each of Starkiller’s abilities, similar to the last game but much simpler and more streamlined. Gone are the multiple of combos you had to purchase and you have no need to buy new Force abilities as Starkiller either remembers them or learns them as he progresses, meaning its far easier to power-up Starkiller’s abilities.

SWFU2Grip
The Force Grip is now, thankfully, much easier to pull off.

Also like in the first game, you can acquire crystals to customise the appearance and abilities of Starkiller’s lightsabers; you can mix and match the different blades for added effects and bonuses, though, unfortunately, there’s no way to customise your favourite blade colour with your preferred buff. While Force abilities are still a vital part of the game, and the combat system, I found they were mostly relegated to opening doors (which I still find difficult due to the game’s physics and hit detection) and tossing objects. Thankfully, gripping TIE Fighters and lobbing various bits of the environment at your enemies is much easier here; in the original, it felt like I was always fighting to get a grip on passing TIE Fighters and that they would just go flying wherever they wanted but, here, the system is much improved.

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Grapple enemies to deliver massive damage.

Yet, for the most part, the game’s combat is focused almost exclusively on lightsaber combat. Perhaps because the clone is so emotionally unstable, combat is fast, brutal, and frenetic; Starkiller can grapple his foes to deliver either an instant kill or massive damage; he also lops off Stromtrooper’s heads and limbs this time around and can once again leave enemies open to a devastating parry with a well-timed press of the block button. Starkiller can still hurl his lightsabers at his enemies to cut them down from a distance, too, but I actually found myself using this far less in combat as it leaves Starkiller vulnerable as he waits for his weapons to return; instead, the game mostly focuses on using this ability to cut down platforms.

SWFU2Enemies
Don’t let enemies overwhelm you or you’ll have a bad time.

In addition to attacking with more power and proficiency than before, Starkiller also seems to be noticeably tougher; he can still lose health rapidly when pinned down or subjected to multiple attacks but his new combat style allows him to quickly cut down those before him to refill his health and force meter. You’ll need these skills as well as the game’s enemies seem much tougher and smarter this time around; snipers blast at you from the high ground in the distance or behind waves of regular Stromtroopers, who hunker down behind cover or buzz around on jetpacks. Even the bog-standard Stromtroopers can take a beating as well, meaning you should always go for overkill when engaging with hallways filled with enemies. Speaking of which, while the game is far more linear in its environments and level layout than its predecessor, I find it amusing, then, that the game ditches a traditional map and, instead, allows you to “sense” the way you need to do with the directional-pad as it’s highly unlikely that you’ll get lost in the game’s straight-forward environments. You’ll still be tasked with performing some mandatory platforming; Starkiller can double jump and dash on the ground and in the air to cross gaps but, more often that not, you’ll probably have to use the Force in some way to create makeshift bridges.

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The Force Unleashed II loves these free-fall sections.

While platforming is light, it is mostly okay; Starkiller is nowhere near as slippery and janky as before and the game’s engine doesn’t seem to be struggling to render everything this time around, meaning you’re far less likely to slip or glitch off a ledge. The game does suddenly through a whole mess of tricky platforming at you when you storm Kamino’s cloning facilities in the final chapter, however, so it’s best you work on perfecting those jumps. Also as before, you’ll be tasked with performing a number of quick-time events (QTEs), especially against largely enemies and during boss battles. While these aren’t anything too complex beyond either pressing or mashing a button (or two buttons) at the right time, I found that the QTE indicators were harder to spot on the screen as they often appear at the edges of the display. There are also numerous moments where Starkiller dives through the air at high speed, dodging obstacles or blasting them (or enemies) with his Force abilities; while these are fun and exhilarating, the game maybe uses them a few too many times. Luckily, the poorly-conceived Star Destroyer section of the original is turned on its head here where Starkiller has to clear a path for a ship that is crashing through Kamino’s atmosphere, which is much improved.

SWFU2Glitch
My game glitched out on me, wouldn’t load this boss, and then crashed.

Luckily, the game’s stability has been noticeably improved over its predecessor; enemies no longer turn into stupid ragdolls when you defeat them or toss them around and I encountered far less glitches and issues with jumping or interacting with the environment. However, I did experience a few issues with slowdown, stuttering, and instances where the game didn’t load in the required environment or boss battle. This may have been because of the condition of my game disc, however as, after I cleaned it, the game continued to run fine but it was noticeable.

SWFU2Length
Before you know it, you’re facing off with Darth Vader and the game is over.

What really lets the game down, though, is its length and variety; I was annoyed that you revisited the same levels in The Force Unleashed and that, while the game evoked the spirit and aesthetic of Star Wars, it didn’t really do much to show us more of this sprawling, multi-cultural galaxy. For the sequel, you’ll battle through hallways-upon-hallways in many grey-coloured environments, whether it’s on a starship or the facilities on Kamino. The game tries to mix it up with some puzzle elements involving you powering up doors and visiting Cato Neimoidia (which is little more than a reskinned Geonosis) and briefly stopping by Dagobah but the majority of your time is spent exploring very similar-looking environments. Additionally, the game seems much shorter than its predecessor; I blew through the main story on the “Medium” difficulty and only missed one lightsaber crystal and with only a few Force abilities left to upgrade (easily remedied with a quick replay of some of the game’s other levels). The game’s length is so noticeably short, and its environment so conspicuously limited, that it almost feels like an extended add-on to the first game, like they took an idea for downloadable content (DLC) for The Force Awakens and simply padded it out to fill four to six hours of repetitive combat and gameplay.

Graphics and Sound:
Graphically, The Force Unleashed II isn’t much of an improvement over its predecessor, either; the cutscenes are of about the same quality and the in-game graphics only seem like they have been slightly tweaked and improved. I’ll give it this, though: the game really knows how to render the interior of a starship and the storm-swept landscape of Kamino; while this may mean that the game’s overall stability and quality is noticeably improved as the game isn’t trying to render or process loads of different elements all at once, it does make for a far blander and less interesting aesthetic experience as the game never reaches the heights of the original’s run through the Death Star laser cannon.

SWFU2QTEs
The game looks pretty decent, for the most part.

Once again, one of the best elements of the game is the incorporation of John Williams’ iconic Star Wars tracks. While you don’t get the same exhilaration as cutting down Wookies as Darth Vader while the Imperial March plays, the use of familiar Star Wars tracks once again works extremely well with the game’s visual fidelity to the movies to make it feel as though the game and its characters are deeply entrenched in Star Wars lore.

Enemies and Bosses:
For the majority of The Force Unleashed II, you’ll be cutting your way through swathes of Stromtroopers; we’ve got the generic minions, sniper and jetpack-wearing variants, and staff-wielding Riot Troopers. Despite the ease at which you can cut through these guys (the jetpackers, especially, go down much easier than in the first game), it does feel as though their intelligence, durability, and aggressiveness has been tweaked slightly to make them a bit more of a threat. Thankfully, the annoying Purge Troopers are no longer present; in there place, are a series of robotic enemies. The large variants wield shields that you must wrench off them with the Force and can attack with explosives, flamethrowers, or even carbonite sprays. You’ll also battle AT-MPs and AT-STs, both of which require to you reflect missiles back at them and, like these larger robots, can be destroying using QTEs.

SWFU2Gorog
The battle against the Gorog just keeps going on and on!

The game also brings back Force-sensitive and lightsaber-wielding foes, who are resistant to your lightsaber attacks and Force abilities, respectively, though the new grapple move is very useful for breaking through their guard. You’ll also battle spider-like terror droids (who can swarm you in an instant and must be destroyed en masse with Force Repulse) and enemies who are invisible and intangible until you stun them with Force Lightning, but, beyond Stormtrooper and droid variants, that’s about it for the game’s enemies. The Force Unleashed II is also a little thin on the ground when it comes to its bosses; at one point, it seems like the game is building up to a battle against Boba Fett but this never actually occurs, which is a shame. While the first game had far more boss encounters, though they were generally all variations on the same thing but, here, there are as few bosses as there are levels. The game tries to make up for it by making the few boss battles you do have to contend with last a long time; when battling the gigantic Rancor-eating Gorog, for example, you’ll have to dodge its massive claws, charge up its shackles with Force Lightning before attacking them with your lightsaber, and then mash the B button to Force Push the creature back into its restraints. Once you sap its health, you’ll then have to blast it with Force Lightning and attack it (and a few waves of Stromtroopers) from a higher gantry in order to sever the structure holding it in place and then you’ll dive after it at high speed, zapping and slashing at it before it can crush your ally, all of which can be an extremely exhaustive experience.

SWFU2Vader3
Eventually, the battle is decided by a QTE.

This exhaustion continues with the final bout against Darth Vader; unlike in the first game, where you could choose to battle Vader to the death or take on the Emperor at the end, The Force Unleashed II ends on an annoying multi-stage duel with the Dark Lord himself. Being so thoroughly bested by his apprentice in the first game must have really pissed Vader off, too, as he’s much more of a threat in this sequel; your Force abilities are all but useless against Vader here, requiring you to unleash your best combos against him on the rare occasions when his guard his down. Like the final duel of Star Wars: Episode I: The Phantom Menace (ibid, 1999) and the battle between Yoda (Frank Oz) and Palpatine (Ian McDiarmid) in Revenge of the Sith, this finale takes place on a vertical plane, with Starkiller and Vader having to leap to platforms across a bottomless chasm deep in Kamino’s cloning facilities. As the fight progresses, you’ll have to send debris and objects back at Vader to damage him and then use your Mind Trick to convince flawed Starkiller clones to distract and damage Vader enough for you to really open up on him. Finally, the fight ends out on a rain-soaking landing platform, similar to the fight between Obi-Wan Kenobi (Ewan McGregor) and Jango Fett (Temuera Morrison), where your Force Range will be fully powered and you’ll have to win a few QTEs to finally best Vader in combat and be able to, once again, choose between a Light Side ending and a Dark Side ending.

Power-Ups and Bonuses:
as in the first game, you can pick up Jedi and Sith Holocrons hidden throughout every level; these will either give you a bunch of additional points to upgrade Starkiller’s abilities or provide you with a crystal to customise your lightsaber. These Holocrons are far easier to spot than in the first game and there’s even two additional variants, green and blue, which expand Starkiller’s health and Force meter respectively. While you can no longer acquire in-game buffs that make you invincible or the like, the different lightsaber crystals allow you to drain health from enemies, increase the replenishment of your health or Force meter, or earn more points from combat. You can also customise the lightsaber to deal additional lightning damage, possibly set enemies on fire, or even have a chance to disintegrate them entirely with the mythical Darksaber. As you play through the game, you’ll unlock additional costumes for Starkiller; you can also unlock further costumes by succeeding in the game’s “Challenge” mode and, if you have a save file from The Force Unleashed on your hard drive, you’ll gain access to three additional costumes (including the awesome Sith Stalker costume).

Additional Features:
As in the first game, you can unlock concept art and data files by playing the game; you can also input various cheat codes that allow you to save you having to unlock costumes and skins such as Boba Fett, though most of the game’s best costumes are restricted to DLC. Also present is the aforementioned “Challenge” mode; as you play the game, you’ll unlock new maps and challenges to take on in this mode, which generally require you to survive against waves of enemies while staying on a platform or collecting Holocrons, all against a clock. Depending on how well you do, you’ll receive either a bronze, silver, or gold medal and unlock additional costumes. DLC is far less extensive in this game; unlike the first, there is only one additional mission available in DLC. This non-canon extension of the game’s Dark Side ending sees players assume the role of the dark clone of Starkiller, who is sent to kill Princess Leia (who has become a Jedi in this timeline) during the Battle of Endor and winds up drop-kicking Ewoks and killing both Han Solo and Chewbacca for good measure.

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The Summary:
For everything Star Wars: The Force Unleashed II improves from its predecessor, it has a near-equal number of failings as well. The game is far simpler; the interfaces are cleaner and easier to navigate, the plot is much more simplifier, and the combat has boiled down to a simply button masher. While this makes the game fast-paced, frenetic fun at times, it comes at the cost of the game’s length, difficulty, and replayability; the environments are even more limited than its predecessor, the plot is paper thin is the bare minimum excuse to produce a sequel, and it largely adds little to the first game or the overall Star Wars lore. Unfortunately, there’s probably less appeal in The Force Unleashed II than in the original; at least in that game, we got to see some familiar characters return and the formation of the Rebel Alliance be fleshed out but, here, we’re not really learning anything new. All this sequel shows us is that it was foolish for players to be emotionally invested in Starkiller and his new allies as even PROXY, who was clearly destroyed in the original, returns here (adding nothing to the narrative) and Juno, for all the importance the game places on her in Starkiller’s life, is little more than a damsel in distress and is never interacted with until the last moments of the game. Overall, The Force Unleashed II is far less frustrating than its predecessor but still an average gameplay experience. The developers definitely tidied up the combat and the physics but it doesn’t change the fact that this sequel is little more than an shameless cash-in n the success of The Force Unleashed. Were this game’s story condensed into a piece of DLC and its improvements and tweaks placed into The Force Unleashed, we could probably have had a really good Star Wars game but, instead, we got two lacklustre titles that, for all their potential, fail to really provide a coherent gameplay experience between them.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think abouy Star Wars: The Force Unleashed II? Did you consider it to be superior to its predecessor or were you just as unimpressed with the game’s length and variety as I was? What is your favourite Star Wars videogame (or movie, or show, or book, or whatever), if any? Either way, drop a comment below and let me know.

Game Corner: Star Wars: The Force Unleashed (Xbox 360)

GameCorner
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Released: September 2008
Developer: LucasArts
Also Available For: iOS, J2ME, N-Gage, Nintendo DS, PlayStation 2, PlayStation 3, PlayStation Portable, Nintendo Wii, PC, and Mac

The Background:
Before Disney bought the entire Star Wars (Various, 1977 to present) franchise and decided to reboot it with a bunch of questionable sequels, George Lucas was still firmly behind the wheel of his signature series. Development of a new Star Wars videogame began in 2004, around the time that Lucas was finishing up Star Wars: Episode III: Revenge of the Sith (ibid, 2005), and, eventually, the developers decided to work in close collaboration with Lucas in bridging the gap between that film and the seminal Star Wars: Episode IV: A New Hope (ibid, 1977). The decision was made to introduce the idea that Darth Vader had secretly been training an apprentice, known as “Starkiller”, to not only hunt down and destroy any remaining Jedi but also to assist him in overthrowing Emperor Palpatine. In service of this, Vader would use Starkiller to form the fledging Rebel Alliance, thereby effectively creating his own downfall. While these events would later be rendered non-canon after the Disney buyout, for a time they stood as the established origins of the Rebel Alliance. Personally, I haven’t really enjoyed a Star Wars videogame since Star Wars: Rogue Squadron (Factor 5/LucasArts, 1998) and have only dipped in and out of subsequent titles as the franchise has dabbled in almost every conceivably genre. I’d heard, however, that The Force Unleashed was a pretty decent title, if mired by some frustrating controls and gameplay elements. Nevertheless, distrustful of Electronic Arts and their shameless loot crates and being unwilling (read: poor) to shell out for Star Wars Jedi: Fallen Order (Respawn Entertainment, 2019) yet having a Star Wars itch, I decided to take the plunge with The Force Unleashed and see if it holds up after all this time.

The Plot:
During his mission to hunt down and destroy the remaining Jedi, Darth Vader stumbles upon the son of a Jedi, whom he takes as a secret apprentice. Trained in the Dark Side of the Force, Vader’s secret assassin, Starkiller, is sent out into the galaxy to purge the Jedi and lay the foundations for Vader’s coup against the Emperor.

Gameplay:
Star Wars: The Force Unleashed is, like many Star Wars videogames, a third-person action title in which the player controls Starkiller, a troubled and damaged young man who is strong with the Force and well-trained in the Sith arts. As a result, Starkiller wields a lightsaber and can use the Force in a variety of ways to strike down those before him. Combat is largely built around the execution of combos that string together successful lightsaber strikes with Force abilities. Starkiller can blast foes with Force Lightning, push or toss them (and objects) with Force Push and Force Grip, blast them away with Force Repulse, or envelop himself in a life-sapping Force Shield. As he cuts down Jedi and Stormtroopers alike, he earns experience points which can be used to unlock additional combos and improves his abilities. Luckily, there’s no crafting system and the skill tree is ridiculously easy; you can acquire crystals that will allow you to customise the look and abilities of Starkiller’s lightsaber and can improve the strength of his various attacks or regenerative abilities by spending Force Points.

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Starkiller holds his lightsaber like an absolute bad-ass.

Speaking of Starkiller’s lightsaber, you know he’s a bad-ass not just because he has a no-nonsense buzzcut or a near-permanent scowl but also because he holds his lightsaber backwards! What a rebel! Holding down L2 will allow Starkiller to block incoming blaster fire and attacks (and pressing it at the right moment will also allow him to parry), though he can also automatically send bolts back to his foes as he runs along. Lightsaber combat is simple and fluid; hitting X at the right moment will initiate a fancy flourish that can be chained with subsequent attacks to deal massive damage, and Starkiller can even hurl his lightsaber like a boomerang to take out ranged foes and charge it with his Force Lightning to electrocute his enemies. It’s not all combat and tossing fools to their death with the Force, though; you’ll have your reaction time tested in more than a few quick-time events (QTEs) and Starkiller generally navigates through a limited number of largely limited, if relatively-well-realised environments, jumping and dashing his way to a series of objectives. There’s some light platforming here that requires the use of a double jump and dash, and a few extremely basic puzzles that pretty much always boil down to using the Force to move something to either cross a gap or open a door (or, sometimes, both!)

SWTFUStarDestroyer
While impressive, this part is a pain in the ass.

While Starkiller controls very well, what will mess you up is the game’s wonky physics engine, unreliable camera, and janky controls; I struggled endlessly with the Force Grip, which either allowed me to suspend objects uselessly in mid air or sent them careening futilely against a wall and, as many have commented. This becomes a massive source of frustration during what should have been the game’s crowning achievement: pulling a Star Destroyer from the sky. While pulling the ship down wasn’t actually that difficult (though it is frustrating having to angle it into the right position), it’s the wave-upon-wave of TIE Fighters that make this so aggravating. Starkiller can’t deflect TIE Fighter fire and the only way to destroy them is to grab them with the Force and, I swear, it’s damn near impossible to get a grip on them.

SWTFULevels
Levels are very Star Wars but not very inspiring.

Compounding the matter is the fact that Starkiller is actually quite weak; you can upgrade his health and Force meter and the damage he can receive and dish out, but he bounces around the place like a puppet when he’s blasted with heavy weaponry and sometimes takes so long to jump back up that he can get blasted to death with very little effort. As a result, you’ll be constantly jumping and dashing about cutting down the regular Stromtroopers to refill your health and allow you to pummel away at the game’s tougher enemies. While the game is a decent length and tells a pretty engaging story about Starkiller’s eventual redemption and sacrifice, the level variety leaves a lot to be desired. Every environment feels very Star Wars and you’ll battle through a TIE Fighter factory, the woodlands of Kashyyyk, and even through the Death Star itself but the problem is that you basically revisit the same environments twice over. You begin the game as a fully-powered Vader slaughtering Wookies on Kashyyyk and later revisit this planet as Starkiller; Starkiller journeys to Raxus Prime to assassinate a Jedi and later returns there to rescue key figures of the Rebellion. Other environments, like Tatooine and Coruscant, appear as downloadable content (DLC) but it would have really helped to increase the game’s visual variety to have these levels be a part of the main story.

Graphics and Sound:
Graphically, the game is…okay. The computer-generated cutscenes are well-produced but, while the in-game graphics do a serviceable enough job of rendering the game’s handful of levels and environments, they don’t make for very attractive in-game cutscenes. It also seems like the developers were desperate to cram as many different physics engines into the game as possible, from Havok to Euphoria, in order to make the game “state of the art”. However, while the enemies have relatively decent levels of intelligence (Stormtroopers just blast away but the Purge Troopers and Felucian’s systematically attack you with blocks and co-ordinated attacks) and the environments are largely intractable and destructible, the game is riddled with rag-doll physics, glitchy platforms (Starkiller is just as likely to slide off a ledge as he is to land on it), and dodgy graphical elements (the backgrounds are teeming with life and action but then some barriers and trees just disintegrate into dust and fade away).

SWTFUMusic
You’ll really feel as though you are Darth Vader…for about ten minutes.

Yet, the game is filled with familiar Star Wars music and compositions based upon the works of the great John Williams. There’s something incredibly empowering about cutting Wookies down as Darth Vader while the iconic Imperial March plays and the music definitely lends a level of professionalism and quality to the game that is, generally, matched by the game’s recognisable environments.

Enemies and Bosses:
The Force Unleashed is filled with all manner of enemies; while you’ll wade through legions of Stormtroopers who go down with relative ease, you’ll also come up against some of the Empire’s more advanced troops who make use of cloaking technology, gatling guns, blast you with concussive bolts from jetpacks, or erect Force-resistant shields. Then there are the enemies who use energy shields or weapons to block and parry your attacks, the likes of the Purge Troopers who grapple Starkiller and want nothing more than to bash his brains in, or the always-annoying Sniper Troopers who pick you off from a distance. Starkiller will also battle Force-sensitive enemies, like the Felucians, or those like the Emperor’s Royal Guard who wield lightsaber-like staffs and weapons and require you to break through their defences to land a combo.

SWTFUBigEnemies
Larger enemies require a bit more strategy.

Sometimes you’ll have to target a specific enemy in order to “demoralise” the other troops; this is essential as, when your enemies are bolstered by these bastards, they can kill you in short order. Starkiller will also frequently come up against AT-STs and Rancors as well; these larger enemies are often flanked by waves of smaller enemies and can whittle your health down to nothing in no time with their powerful attacks so you’ll have to make use of Starkiller’s ranged Force abilities and combos and then win at a QTE to put them down for good.

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One boss battle takes place right next to a Sarlacc pit!

As for boss battles, these are pretty much all against Jedi, Sith, or similarly-Force-empowered individuals. While each of these encounters is largely the same (block or parry attacks while you wait for an opening, cut down cannon fodder to refill your health, use your Force powers to throw objects at the boss, and win a QTE), each takes place with slightly different environmental and additional hazards. You’ll duel with Shaak Ti beside a Sarlacc pit, for example, have to contend with Maris Brood’s Bull Rancor, and will have to battle simulations of not only the Jedi you’ve defeated before but also a recreation of Darth Maul when facing off with Starkiller’s droid, PROXY.

SWTFUSEmperor
The Emperor will try your patience.

The finale of the game obviously sees you butting heads with Starkiller’s former master, Darth Vader; this is a three (or four, depending on your choice) stage fight that begins in a narrow hallway, progresses to a room where the floor is (almost literally) lava, and ends in the Emperor’s observation deck. Ironically, I found Vader to be less challenging than some of the game’s other bosses as, while he has a powerful Force blast and will choke you out of the air, it’s not actually too difficult to weather his attacks and wail on him with your best combos. After besting Vader, you’re presented with a choice to finish him off in a battle to the death (thus earning the Dark Side ending) or going one-on-one with the Emperor to achieve the Light Side ending. Rather than attacking with a lightsaber, Palpatine uses his Force Lightning to roast you alive, shields himself from your attacks, and throws lightning-charged objects at you (that also explode). This battle is more annoying than difficult as, with careful timing, you can bounce Palpatine’s lightning back at him and whittle him away with your combos as long as you can avoid or block his other attacks.

Power-Ups and Bonuses:
As mentioned, you can acquire, upgrade, and purchase new combos and abilities as you play through the game and level up; by the time you confront the Emperor, you can take quite a bit of punishment, your Force meter will refill faster, and your attacks will dish out far more damage thanks not just to being upgraded but also to the new combos available to you.

SWTFUUpgrades
Upgrade your abilities with Force points.

As you explore your environment, you can also pick up Jedi Holocrons, which will refill your health and Force meter, award Jedi points, and yield other awards (like new lightsaber crystals). With the right lightsaber crystal, your lightsaber can deal more damage or suck health from your opponents, and you’ll also unlock additional artwork, costumes, and other bonuses by finding all of the Holocrons. Starkiller can also increase his odds with one-time buffs by picking up Sith Holocrons; these will grant you with limited invincibility, refill your meters, bestow you with an aura that will drain the health from enemies, or give you an unlimited Force meter for a brief time. Against some of the game’s tougher enemies and mini bosses, these can be essential so make the effort to pick them up and take out the more annoying enemies.

Additional Features:
As mentioned, you can unlock a bunch of concept art and data files by playing the game and collecting Jedi Holocrons. There are also a large number of additional costumes available for use; none of these offer any benefit beyond being cosmetic changes but they do allow you to play as other Star Wars characters, including Obi-Wan Kenobi and even C-3PO! There are three DLC missions you can also play if you bought the extra content (or the Ultimate Sith Edition); one sees Starkiller undergo a series of trials in the Jedi Temple on Coruscant while the other two take place on Tatooine and Hoth and present an alternative scenario where Starkiller replaced Vader as the Emperor’s assassin and battles some familiar faces. As standard, there are a number of Achievements to unlock; most of these are earned through regular play, while other require you to kill a certain number of enemies in different ways or play on higher difficulty settings.

SWTFUConclusion

The Summary:
Star Wars: The Force Unleashed is, ultimately, an average experience; the combat is fast and frenetic and it’s fun to fry Stormtroopers with Force Lightning or cut AT-STs in half but the game quickly runs out of depth and steam and it isn’t long before you’ve experienced everything it has to offer. Starkiller was an interesting protagonist but the story of his redemption is, honestly, nothing we’ve never seen before in Star Wars movies or other media. It doesn’t help that he has to constantly travel through the same environments, fighting variations of the same enemies, and battling against some really dodgy physics and a camera that just loves to get stuck behind objects or jitter about the place at crucial moments. The game’s more frustrating elements really hamper the thrill of fighting through the Death Star laser cannon; battling Jedi and the iconic Sith duo is fun but also a laborious experience that generally comes down to dodging an attack and just mashing away at X like a madman until you win. Despite the fact that the game carries a large degree of sensory fidelity to the Star Wars movies and offers perhaps the best lightsaber combat I’ve experienced so far, it seems to be lacking a real polish to bring together is disparate elements into a cohesive and consistently engaging experience.

My Rating:

Rating: 2 out of 5.

Could Be Better

What were your thoughts on Star Wars: The Force Unleashed? Did you also struggle with the game’s wonky physics, camera, and controls or do you consider it to not actually be that bad? What is your favourite Star Wars videogame (or movie, or show, or book, or whatever), if any? Either way, leave a comment below and let me know.

Game Corner: Doom 64 (Xbox One)

GameCorner
Doom64Logo

Released: March 2020
Originally Released: April 1997
Developer: Nightdive Studios
Original Developer: Midway Games
Also Available For: Nintenfdo 64, Nintendo Switch, PC, and PlayStation 4

The Background:
Everyone knows Doom (id Software, 1993), right? The gory, action-packed first-person shooter (FPS) that has seemingly been ported to every console and format known to man and pretty much thrust the FPS genre into the mainstream? Well, if you don’t, then I envy your naivety. Doom was not only the first in a still-ongoing series of fantastic FPS games, it also kick-started a slew of brilliant FPS titles on the PC and home consoles, as well as popularising online “Deathmatches” against other human players.

Doom64Ports
Doom has been run on nearly every device, including in Doom itself!

In keeping with the fact that Doom has appeared on nearly every piece of hardware available, id Software drafted Midway Games to work on a port for the under-rated Nintendo 64. However, rather than being a straight-up, by-the-numbers conversion of Doom, Doom 64 featured entirely new levels, redesigned weapons, some new enemies, and a greater emphasis on exploration. With the release of Doom: Eternal (ibid, 2020), a game largely inspired by and related to Doom 64, Doom 64 finally saw a wider re-release on modern consoles, bringing this oft-forgotten Doom title back into the spotlight. But does it hold up to the original Doom and its sequel, Doom II: Hell on Earth (ibid, 1994), or was it better left forgotten?

The Plot:
After thwarting Hell’s attempt at invading Mars and Earth, the hard-as-nails Doom Marine (or “Doomguy”) is once again forced to take up arms and journey to space stations and through Hell itself, slaughtering demons in a head-on collision with the Mother Demon herself.

Gameplay:
As you should probably be aware, Doom 64 is a traditional Doom FPS through-and-through; as in the classic Doom, you control the Doomguy, a silent, no-nonsense marine who enjoys nothing more than blasting demons with a shotgun or skewing them into bloody sushi with a chainsaw. Unlike modern FPS games, aiming and precise camera control are not necessary in Doom 64; you can more left, right, straight ahead, and backwards, and those are the only directions you can shoot in. There’s also no crosshair or aiming recital; you simply point your weapon in the direction of your target, shoot, and let the game’s auto aim direct your shot.

Doom64Controls
Combat is generally as simple as: Point and shoot!

This is helpful when faced with swarms of enemies and it keeps the action fast and frantic but it can make picking off demons from a distance a bit trickier; I prefer to clear out rooms and areas first so I can explore unimpeded and this often meant to would blast at enemies hiding above or below the game’s maze-like stages. As the game seems to want you to engage demons at point-blank range, the auto aim doesn’t always shoot at enemies up above or below, making this technique tricky, to say the least. As you explore the game’s massive thirty-odd stages, you’ll be tasked with finding a number of coloured keys to open doors and progress further towards the stage exit. Generally, you’ll need three of these (blue, red, and yellow) to progress, but not always, and you’ll also find secret areas and rooms hidden behind seemingly innocuous walls.

Doom64Maze
Stages can be frustratingly confusing and maze-like at times.

While this is par for the course with Doom videogames, I don’t remember it being this necessary or difficult in Doom or Doom II; it doesn’t help that every one of Doom 64’s stages is labyrinthine in nature. This is fine in small doses but I found myself wandering around in circles in every other stage, desperately trying to figure out where to go next, and was forced to turn to a guide more than once just to find the next key…only to find it seemingly led to a dead-end room. There are a lot of hidden weapons and rooms in Doom 64 and this extends to certain switches and doors; more than once, you’ll have to press a certain switch, or switches in certain combinations, or stand in a certain place or race to a lowered platform or opened passageway before they close. I don’t mind this in principle but, more often than not, I would activate a switch and open a door or lower a platform that is outside of your viewpoint, meaning I would struggle to see where I had to go at the best of times.

Doom64DemonKey
You should definitely make sure you get the three Demon Keys.

Additionally, in certain stages, you can find three Demon Keys; these artefacts can only be acquired after solving some of the game’s trickier puzzles but, with them, you can upgrade the firepower and effectiveness of the game’s ultimate weapon, the “Unmaker”, and will greatly increase your chances at defeating the game’s final boss. Ultimately, Doom 64 offers a classic dose of Doom that will be new for many players, even those more than familiar with the first two games. However, I found my enjoyment of the ripping and tearing soured somewhat by the over-emphasis on exploration and puzzle solving; I find these elements ill-fitting in FPS games at the best of times and they feel especially out of place in a Doom game and incorporated simply to mix things up for those who have played Doom and Doom II to death.

Graphics and Sound:
Graphically, Doom 64 looks and feels like a classic Doom title; stages are build out of three-dimensional polygons and the game’s wide variety of enemies are rendered using 2D sprites. Enemies are largely and diverse but, as always with classic Doom games, they suffer from this 2D rendering; there are very few frames of animation, meaning enemies can appear a bit jerky and pixelated. Thankfully, this doesn’t stop the blood and gore and the game’s creepy, supernatural aesthetic remaining in full force. Pentagrams, fire, and blood are everywhere, lending a creepy ambiance and horror to the game that is punctuated by the ominous (yet rocking) soundtrack that is pure Doom through and through.

Doom64HUD
Doom 64 sadly omits the classic Doom HUD.

Sadly, however, Doom 64 omits Doom’s trademark heads-up display (HUD); rather than seeing a pixelated representation of the Doomguy react in pain when hurt or grin sadistically when acquiring new weapons, you simply have numbers showing your health, armour, and ammo status. However, the game’s weapons did receive a new coat of paint and it’s always nice seeing Doomguy slot a fresh shell into the super shotgun before blasting a Cacodemon to pieces.

Enemies and Bosses:
Doom 64 features all the classic Doom enemies: you’ll battle shotgun-toting zombies, fireball-spewing Imps, and the lumbering Bull Demons. There’s even a new enemy exclusive to this version, the Nightmare Imp, which is just a faster, more translucent version of the regular Imp but it’s nice to see some exclusivity to this version.

Doom64PainElemental
I absolutely hate these bloody things!

Doomguy also battles some more testing enemies, like the big-ass Hell Knight; the worst of which, for me, are the Pain Elementals. These disgusting, blob-like bastards spew the always-annoying flaming skulls known as Lost Souls, which quickly swarm you and drain your health in no time. Seriously, I would rather run in circles like a madman shooting rockets at a slew of Mancubuses or Barons of Hell than take on a handful of these bastards!

Doom64Mother
Before you face the Mother, you’ll endure an army of demons!

Speaking of which, you’ll often have to battle a rocket-firing Baron of Hell, Mancubus, or Arachnotron as bosses as you progress through the game’s stages but, once you’ve bested them, they’ll crop up in later stages, sometimes in twos or massive groups. In the game’s final level, “The Absolution”, you’ll have to battle through a slaughter of an endurance against an entire army of the game’s enemies, including these bosses, before you can face the Mother Demon…unless you have the three Demon Keys.

Doom64Mother2
Even with the fully-powered Unmaker, the Mother is no cake-walk.

With these, you can close up the portals these enemies spew from and battle the Mother Demon with more of your health and ammo. With these artefacts, the Unmaker will be fully powered, allowing you to make short work of this final boss but, even still, she’s no cake-walk and, without the artefacts, it’s next to impossible to reach the Mother Demon with a decent amount of health, armour, or ammo.

Power-Ups and Bonuses:
You begin the game with a simple pistol and the Doomguy’s patented right hand. As you explore your surroundings (or kill certain enemies), you’ll acquire ammo and additional weapons, including the shotgun, super shotgun, the chaingun, a plasma cannon, and a rocket launcher. Doom’s signature weapon, the BFG-9000, can also be found either in secret areas or in later stages of the game; this baby can be charged up and unleash an energy blast that disintegrates all onscreen enemies and makes short work of the game’s bosses. The game’s most powerful weapon, however, is the Unmaker, a demonic weapon that must be powered up with the three Demon Keys in order to cut through enemies and bosses. Ammo for this weapon, and the BFG-9000, is relatively scarce, however, so it’s advisable to only use it when absolutely necessary.

Doom64BFG
Charge up the BFG-9000 to make short work of demon scum!

Thankfully, you can still grab a chainsaw (this time, it has two blades!) to rip and tear demons into bloody pieces, which won’t cost you any ammo at all. As you explore the stages, you’ll find medikits to restore your health, various armours to increase your resistance to attack, increase your maximum and health and armour points with smaller items, and view any unexplored areas on the game’s awkward map screen. You can also grab the Berserk item to be fully healed and enter a state of rage where the damage you deal with your fists is increased exponentially, pick up a radiation shield so you can walk through lava or radioactive waste, or grab the Supercharge and Megasphere to boost your health and/or armour to their fullest, attain partial invisibility or limited invincibility, or grab a backpack to increase the amount of ammo you can hold.

Additional Features:
Doom 64 features four difficulty settings, each of which affects your health, armour, ammo, and the frequency and aggressiveness of the game’s enemies. There are numerous secrets to be found in each stage, one of which is so well hidden that you’ll be destroying certain explosive barrels in a specific order in order to reach the super secret level, “Heretic”. Once you beat either this stage, or the entire game on any difficulty, you’ll unlock “The Lost Levels”, six additional stages that take the Doomguy back to hell to confront the Mother Demon’s sister (and which form the basis of a link to Doom: Eternal). In addition to this, there are a number of pretty simple Achievements to get on the Xbox One version and, as always, some passwords and cheat codes to make the game more interesting or allow you to warp to the challenging “Fun” stages (however, it is notable that you won’t get an Achievement if you have a cheat code activated).

Doom64Conclusion

The Summary:
Doom 64 is a classic Doom experience first and foremost. At its core, its as bloody and action-packed as the classic Doom and its sequel but, because of its additional features and skewed focus, feels like a fresh experience and an entirely new game rather than a straight-up port. Unfortunately, it can’t be denied that the game’s reliance on maze-like stages, exploration, and keys to progress make the game more frustrating than it needed to be. When I’m playing Doom, I like to blast through demons in a largely linear environment; I don’t really play to think, if that makes sense, and I was forced to a guide more often than I would like for a Doom title. Yet, the game is at its best when you’re fully locked and loaded and faced with a hoard of flesh-eating demons just begging to be blown to bloody chunks.

My Rating:

Rating: 2 out of 5.

Could Be Better

What are your thoughts on Doom 64? Did you play the original release on the Nintendo 64 or did you play it as part of Doom: Eternal? Which Doom is your favourite? Whatever your thoughts on Doom, or FPS games in general, leave a comment below.

Game Corner: Wario Land II (Nintendo 3DS)

GameCorner
WarioLand2Logo

Released: 2012
Originally Released: February 1999
Original Developer: Nintendo R&D1
Also Available For: Game Boy Color

The Background:
Super Mario Land 2: 6 Golden Coins (Nintendo R&D1, 1992) didn’t just blow its predecessor out of the water in terms of graphical and gameplay improvements, it also introduced the gaming world to one of my favourite characters of all time Wario, Mario’s evil doppelgänger, for the first time. While it would be some time before Wario made the jump to a main Nintendo console, and before he was relegated to simple mini games and cameo appearances, Mario’s evil twin thrived on Nintendo’s handhelds. First, he usurped the Super Mario Land franchise with Wario Land: Super Mario Land 3 (ibid, 1994), which led to a slew of sequels on Nintendo’s handheld systems.

The Plot:
After besting Captain Syrup and her Black Sugar Pirates, Wario is rudely awakened one day to find his castle has been flooded and ransacked by Syrup and her goons; enraged, he sets off to recover his loot and get his revenge.

Gameplay:
Wario Land II is a sidescrolling, 2D action/platformer; players control Wario as he journeys across a variety of worlds, collecting Yellow Coins and dispatching enemies with Wario’s patented Dash Attack and Ground Pound. Wario controls almost exactly as he did in the last game; he can jump on most enemies to stun them so he can pick them up and throw them, or just barge them with his Dash Attack. However, the knockback from enemy attacks is a considerable frustration; not only do you lose vital Coins, you also bounce back quite a way, which can be extremely annoying and lead you to drop to lower levels. What sets Wario Land II apart from its predecessor, and other Mario videogames, is Wario’s inability to die; when hurt by enemies or traps, Wario will lose some of the Coins he has gathered or be transformed into one of a number of different forms.

WarioLand2Forms
Rather than dying, Wario is transformed, allowing access to new areas.

These transformations are essential to navigating the different worlds Wario travels to and uncovering Wario Land II’s numerous secrets; hidden in every world is a piece of treasure, which Wario must earn by matching panels. As with its predecessor, finding the doors to these treasure rooms is no easy feat and Wario must navigate through some tricky puzzles and traps in order to find every piece. Once a world is completed, the player can also earn a Picture Piece to complete a map to the pirate’s treasure by completing a number-matching game. Wario Land utilised a map hub world similar to Super Mario Land 2 but Wario Land II is far more linear…or so it would seem. In actuality, there are many branching paths the player can take as they play; even inaction at the start of the game will lead Wario to different worlds and treasures. Once you finish the game, you gain access to the Treasure Map, which details all the different paths, allowing you the chance to recover the entirety of Wario’s missing loot and reach the true finale.

Graphics and Sound:
Wario Land II represents a time far removed from the basic, unremarkable presentation of Super Mario Land (ibid, 1989); characters and levels are brought to life through large, charming sprites that are a far cry from the first game’s monochrome offerings.

WarioLand2Graphics
Everything looks and sounds pitch-perfect here.

There are a lot of familiar sounds here that return from Wario Land, all of which add to the quirky, slightly off-kilter nature of Wario and his world. Nintendo walked a fine line between familiar and unique but executed this perfectly so that playing Wario Land II is unlike playing any other Mario title from that era and yet recognisable enough so that anyone who played its predecessor will feel right at home with familiar sights and sounds.

Enemies and Bosses:
Many of Wario Land’s generic enemies return here (such as the boomerang-wielding D.D and the Pirate Gooms) but there’s plenty of new and unique baddies to encounter; there’s a little mole cook who will fatten Wario up, pirate pecans who spit fish at you, zombies, and a fishing penguin who lures you in with fake Coins.

WarioLand2Bosses
Wario Land II has some weird-ass bosses on offer.

As for bosses, Wario Land II doesn’t disappoint and continues the tradition Super Mario Land 2 started with having big, oddball bosses; Wario will face off against the likes of a giant snake, a basketball-throwing rabbit, a giant dinosaur-like bird, and Captain Syrup herself. Though they can usually be defeated with a few well-placed bops to the head, each boss has a specific attack pattern and various phases; many will blast Wario out of the boss room entirely, forcing you to trek back around and start again or require a certain method to injure them (like dunking them through a basketball hoop or blasting lava at them).

Power-Ups and Bonuses:
In Wario Land, Wario controlled very similar to Mario; when hit, he reverted to a smaller form and he collected Power Up Pots to can new abilities. As mentioned above, though, Wario Land II ditches the traditional power-ups in favour of some truly weird transformations.

WarioLand2Conditions
Each transformation has its own benefits.

Certain enemy attacks will trigger a transformation in Wario that is necessary to reach other areas of each world and hidden secrets; Wario transforms into a burning ball of fire when set alight, becomes a zombie to drop to lower levels, or swells up to balloon-like proportions to reach higher levels, amongst other transformations. Part of Wario Land II’s gameplay is figuring out which enemies trigger a transformation and how to use that transformation in each area. It’s only by utilising all the tools at Wario’s disposal that players will be able to conquer each world, all the different branching paths, and access the secret final chapter, which is a time attack challenge through Syrup Castle.

Additional Features:
Collecting all the treasures in the game and completing the Picture Piece map doesn’t just allow you access to Syrup Castle, though; it also unlocks Flagman D-D, a remake of the Game & Watch mini game Flagman (Nintendo, 1980). This inclusion, and Wario Land II’s increased use of mini games compared to its predecessor, could be said to foreshadow Wario’s later preference towards mini games rather than fun little action platformers like this.

WarioLand2Conclusion

The Summary:
Wario Land II takes everything you knew from its predecessor and changes it just enough to deliver a unique gaming experience; appearing far more linear, the game hides many secrets and branching paths in a far more subtle way compared to Wario Land, meaning the no two players will have the same gameplay experience. Fittingly, Wario feels heavy and cumbersome; unlike Mario, he’s not build for precision platforming, which may be why Wario Land II substitutes such gameplay for simple puzzles, mazes, and alternative routes accessed by Wario’s transformations. Yet, at the same time, there seems to be a slight lack of polish to Wario Land II that can make some sections and bosses battles needlessly frustrating. However, the unique aspect of being immortal and changing forms to reach new areas, coupled with the chirpy tunes and big, quirky sprites make this a joy to play as no challenge presented by Wario Land II ever feels game-breaking or impossible.

My Rating:

Rating: 3 out of 5.

Pretty Good

What are your memories of Wario Land II, if any? Do you like Wario and, like me, wish he would return to a more prominent position? What was your favourite of the Super Mario titles on the original Game Boy? Leave a comment below and share your thoughts.

Game Corner: Sonic the Hedgehog: Triple Trouble (Nintendo 3DS)

GameCorner
SonicTripleTroubleLogo

Released: March 2012
Originally Released: November 1994
Developer: M2
Original Developer: Aspect
Also Available For: Game Gear, Gamecube, and PlayStation 2

The Background:
A lot of people forget that, alongside Sonic the Hedgehog’s iconic and much-lauded Mega Drive titles, SEGA also released a fair few Sonic videogames for their 8-bit consoles. The 8-bit versions of Sonic the Hedgehog (Ancient, 1991) and Sonic the Hedgehog 2 (Aspect, 1992) differed considerably from the 16-bit counterparts, featuring entirely different Zones, gameplay gimmicks, and features. While Sonic 2 had almost nothing in common with its bigger, better brother, Sonic the Hedgehog Chaos (ibid, 1993) represented Aspect’s first real attempt at a completely original Sonic title. Released in Japan as Sonic & Tails, Sonic Chaos was a major step up from the first 8-bit Sonic, featuring a playable version of Miles “Tails” Prower, bigger and better graphics, and many other upgrades that left its 8-bit predecessors in the dust. After SEGA switched their focus entirely to the Mega Drive, Triple Trouble and all subsequent 8-bit Sonic titles were released exclusively on the Game Gear.

The Plot:
The diabolical Doctor Eggman scatters the Chaos Emeralds across the world but secures one for himself and tricks Sonic’s friendly rival, Knuckles the Echidna, into tracking the remaining gems. However, Nack the Weasel (known as Fang the Sniper in Japan) is hording the Emeralds inside the Special Stages, resulting in Sonic and Tails facing all three in their quest to recover the Chaos Emeralds.

Gameplay:
Like its predecessors, Triple Trouble is a sidescrolling, 2D platformer based on speed. Of all the 8-bit Sonic titles, this is easily the biggest and the fastest; players can choose to play as either Sonic or Tails and journey through the game’s six Zones and each plays a little differently.

Run or fly through Zones as Sonic or Tails and tackle a variety of Special Stages.

Both characters can run, jump, and spin as normal and enter a Spindash by pressing down and A; pressing up and A as Sonic allows him to perform the Strike Dash, a version of the Peel-Out, to blast ahead at full speed. Tails, however, flies instead of performing a Strike Dash and, unlike in Sonic Chaos, Tails can actually access the Special Stages and collect the Chaos Emeralds. Speaking of which, like all 8-bit Sonic titles, Triple Trouble features a unique way of accessing the Special Stages; players must first collect fifty Golden Rings, locate and smash open a Chaos Emerald monitor, then enter the sparkling warp to challenge Nack for a Chaos Emerald. Like Sonic Chaos, each Special Stage offers a different challenge, including bouncing around collecting Rings, piloting the Tornado bi-plane, or navigating a maze.

SonicTripleTroubleNack
Nack acts like a tough guy but is really a pushover.

At the end of each Special Stage, they then battle against Nack, who shows up sporadically throughout Triple Trouble to cause Sonic or Tails headaches, similar to Knuckles in Sonic 3. Despite his cool and unique character design, Nack is more a buffoon and an annoyance than an actual challenge, however. Triple Trouble’s Zones borrow heavily from other Sonic titles and yet still manage to stay relatively unique; Tidal Plant Zone has more than a passing resemblance to Sonic the Hedgehog CD (ibid, 1993)’s Tidal Tempest, for example, and Atomic Destroyer Zone is like a combination of Sonic & Knuckles’ (SEGA Technical Institute, 1994) Death Egg Zone and 8-bit Sonic 2’s Scrambled Egg Zone thanks to its abundance of maze-like tubes. Oddly, Triple Trouble features a large number, and dependence upon, springs; the first Zone, Great Turquoise Zone, is chock full of them (they’re on the trees, the ground, and even the Badniks!) and one of the main things you’ll find yourself doing when playing Triple Trouble is bouncing around on springs and other bouncy hazards, fighting with the stiff controls to get Sonic or Tails back on track. Being that it’s an 8-bit title, Triple Trouble lacks some of the polish of its 16-bit counterparts but, saying that, its 8-bit predecessors felt a bit easier to handle. Here, Sonic jutters along, refusing to change direction mid-air, and feels sluggish and weighed down, making precise platforming difficult. This is a bit of an issue when trying to explore Zones for those elusive Chaos Emerald monitors and when tackling the Special Stages but, for a simple pick-up-and-play title, isn’t a major handicap, especially as there’s not much in the way of bottomless pits or cheap deaths.

Graphics and Sound:
As mentioned before, Triple Trouble is probably the best looking 8-bit Sonic title. The sprites are large and full of character and the Zones and environments are bright and lively. Of all the 8-bit Sonic titles, this comes the closest to matching its 16-bit counterparts, particularly by evoking the same sense of fun and adventure found in Sonic 3.

SonicTripleTroubleZones
You may recognise Triple Trouble‘s aesthetic.

What lets the game down, however, is the sound. As it was originally developed for the Game Gear, sounds are muddy and distorted, as though they’re playing underwater. The game’s music is catchy enough and fits perfectly but collecting Rings or smashing Badniks lacks the usual oomph I expect from a Sonic title.

Enemies and Bosses:
Triple Trouble features the usual mechanised enemies we’ve all come to expect from a Sonic title, especially one from his heyday; Badniks range from robotic snails with springs on their shells to exploding penguins. Most are easily destroyed by simply spinning into them but there’s a fair few Badniks here that cannot be destroyed, which prove especially annoying when you run face-first into them and then stutter down to a lower level thanks to the game’s janky knock-back feature.

Bosses aren’t lacking in variety, although Dr. Eggman ends up being a bit of a pushover.

Like in the 8-bit Sonic 2 and Sonic Chaos, bosses consist, for the most part, of giant Badniks (such as a giant flying turtles and a bomb-spewing, rocket-powered penguin). However, Sonic and Tails also have to battle Knuckles, who fires bombs and rockets from a cute little vehicle, Nack (who bounces around in a funky spring-loaded contraption), Metal Sonic (in a variation of the iconic battle from Sonic CD), and, of course, Doctor Eggman. Sonic or Tails won’t battle Eggman until the game’s finale, however. This boss battle has three stages but there isn’t much to it; you simply ram his machine until it explodes and transitions to the next phase and, in the final stage (which is eerily reminiscent of the final bosses from the first two 8-bit Sonic titles), you dodge some lightning and smash him as he cycles around a tube.

Power-Ups and Bonuses:
Like all Sonic titles, Sonic and Tails can smash monitors to aid their progress; they can get an extra ten Rings, a speed boost from the Power Sneakers, an invincibility, hit a checkpoint, or gain extra lives as standard but can also access some additional items.

Triple Trouble has some fun, unique power-ups, including Tails’s cute little submarine!

There’s a snowboard that lets Sonic cut through the Robotnik Winter Zone with ease, Propeller Shoes that allow him to navigate underwater, Rocket Shoes to allow him to burn through the sky, and a Pogo Spring because…there aren’t enough springs in the game already. These last two popped up in Sonic Chaos as well but it’s nice to see them return here and it’s a welcome change to the usual shield power-ups. Sonic doesn’t get all the toys, though, as Tails can jump into the Sea Fox to navigate through Tidal Plant Zone without the need for air bubbles. Since he doesn’t need to Rocket Shoes, he can also grab the Hyper Heli-Tails to increase the duration of his flying ability. Additionally, players won’t lose all of their Rings when hit; instead, they’ll only lose thirty Rings, which makes playing through Triple Trouble much easier compared to the first to 8-bit Sonic titles where Sonic couldn’t even collect the Rings he lost.

Additional Features:
There isn’t much else in Triple Trouble; obviously, as with the majority of Sonic titles, the ultimate goal is to collect all of the Chaos Emeralds to receive the game’s best ending but this doesn’t offer any reward other than not being told to “Try again”. There’s no Super Sonic here, no two player mode, and you cannot unlock Knuckles or anything like that. It’s a very simple, one-player experience with the minimum of effort being asked of you. The Virtual Console version, however, offers a few extra features; you can create a save point (which is quite handy if you need to stop playing but you only get one save), change the aspect ratio of the display, and fiddle about with a few other minor settings but that’s about it. For such an ambitious 8-bit Sonic title, it remains as bare bones as all 8-bit Sonic videogames were back in the day.

SonicTripleTroubleSummary

The Summary:
Sonic the Hedgehog: Triple Trouble is decent enough, for the most part; Zones are bright, vibrant, and easy to blast through, Sonic has never looked better in 8-bit, and there’s a decent amount of variety and challenge on offer. However, for as much as Triple Trouble outpaces its 8-bit predecessors, it’s still an 8-bit title; the controls are clunky and unresponsive, the knock-back from damage is a pain in the ass, and sound effects are distorted. Similar to the Game Gear version of Sonic 2, the screen is zoomed in quite a bit as well, which means you’re never quite sure what you’re running into. Overall, I enjoyed the game; it was probably the best 8-bit Sonic game of the bunch, but it’s still far from perfect. I loved Nack and how he was worked into the game, even if he was, technically, just a rip off of Knuckles, and it’s a shame that he hasn’t been brought back in a similarly high profile role. Honestly, I’d love to see this game get a proper, Sonic Mania (PagodaWest Games/Headcannon, 2017) style remake (alongside, or as part of, it’s other 8-bit brothers) but it seems like SEGA and Sonic Team and happy to let their 8-bit/handheld Sonic titles fade into obscurity, which is a shame really.

My Rating:

Rating: 3 out of 5.

Pretty Good

What were your experiences with Triple Trouble? Do you also long for Nack’s return to the franchise? What did you think of Sonic’s other 8-bit outings? Drop a line in the comments to let me know.

Game Corner: Resident Evil 3 (2020; Xbox One)

GameCorner
RE3makeLogo

Released: April 2020
Originally Released: September 1999
Developer: Capcom
Original Developer: Capcom
Also Available For: PC and PlayStation 4

The Background:
I’ve touched upon this before but, back in 1999, Capcom were on a bit of a roll with their survival/horror franchise, Resident Evil (Various, 1996 to present). Under pressure to develop multiple Resident Evil spin-offs and sequels, Capcom ending up dividing their production team into two: one would work on a title exclusive to SEGA’s Dreamcast while another would work on Resident Evil 3: Nemesis. Although Nemesis bore a sequential number, it was, for all intents and purposes, more of an extension of Resident Evil 2 (Capcom, 1998); it ran on the same engine, reused a lot of the same locations, and its story ran concurrently with Capcom’s fantastic sequel. The game was noticeably shorter than its predecessor but bolstered by a whole slew of new control mechanics, crafting options, and the presence of the hulking Nemesis, a massive bio-organic weapon (BOW) that would relentlessly chase protagonist Jill Valentine through the zombie-infested streets of Racoon City. Pretty much immediately after the release of the Resident Evil 2 (Capcom R&D Division 1, 2019) remake, fans cried out for the same treatment to be afforded to Nemesis. It turned out that they were pestering Capcom for a game that had been in development for about three years. Utilising the same RE Engine as its predecessor to realise its characters and gore in glorious high definition, Resident Evil 3 sought to present this fan favourite sequel with a whole new coat of paint.

The Plot:
In the midst of a zombie outbreak in the town of Raccoon City, former Special Tactics and Rescue Service (S.T.A.R.S.) member and survivor of a similar outbreak, Jill Valentine, finds herself relentlessly pursued by Umbrella’s newest BOW, the Nemesis, as she desperately tries to escape the chaos alongside Umbrella Biohazard Countermeasure Service (U.B.C.S.) mercenary Carlos Oliveira.

Gameplay:
Ostensibly, Resident Evil 3 plays pretty much exactly as its predecessor but with a few more bells and whistles. The first thing you’ll notice when choosing the play the game’s single-player story is that you only have one option available; unlike Resident Evil 2, which offered the chance to play the story from the perspective of either Leon S. Kennedy or Claire Redfield, Resident Evil 3 places you squarely into the shoes of Jill Valentine and the spotlight pretty much stays on her throughout the game’s story. Although you begin the game in a first-person perspective, this is only a fleeting addition and, instead, many of Resident Evil 2’s gameplay mechanics take precedence; you can place times into magical Item Boxes, save at Typewriters, and combine gunpowder and herbs together to craft more ammo and better healing items. Gunpowder is far more plentiful here than in its predecessor and, while a lot of the same (or similar) weapons return, there’s some new additions and upgrades here (the grenade launcher, for example, fires the traditional grenade, fire, and acid rounds once again and can thankfully fire more than one shot at a time).

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Quick-time events are peppered throughout the game.

While the game is far more action-orientated than its predecessor, there’s still a few of the classic Resident Evil puzzles here that’ll have you collecting jewels, picking locks, and adjusting control panels to power up or unlock new areas. Unlike the previous game, there’s a few cheeky quick-time events (QTEs) sprinkled in here for good measure (thankfully nothing to the extent of other Resident Evil titles) that will see you pressing A and holding R1 to start and drive a car at Nemesis or holding the control stick to push levers or escape Nemesis’s tentacles.

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You’ll need to master the quick step to avoid damage.

Jill controls exactly the same as Leon or Claire…for the most part. When attacked by zombies or other BOWs, you can perform a side-step by pressing R1. If performed correctly, Jill will roll out of harm’s way, time will slow down, and you’ll be afforded the chance to deliver a critical shot to the enemy’s weak spot. In order to master Resident Evil 3, especially on its higher difficulty settings, it’s basically mandatory that you get good at this dodging mechanic but I can’t say that it’s that easy. I struggled to pull off a perfect dodge at the best of times and found the mechanic to be more clunky than useful. When Jill is attacked, you’ll be prompted to mash the A button. You might be inclined to think that this is a welcome return of the shake-off mechanic from previous Resident Evil titles (and which was sorely missing from Resident Evil 2, where you were guaranteed to get hurt if you were grabbed) but you’d be wrong. Instead, mashing the A button simply lessens the damage the attack does to you rather than allowing you to shake the enemy off. If you think you can use a defensive item to escape the enemy’s clutches you’ll also be disappointed as, while all those items return in this game, you can no longer jam a grenade down a zombie’s throat, though you can blow up groups of zombies using explosive barrells or stun them by shooting electrical boxes.

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Resident Evil 3 is far more action-orientated.

This was a major loss for me as these items were incredibly helpful at escaping damage and dispatching enemies in one go but there’s a good reason these have been omitted: Resident Evil 3 is far more action-orientated than its predecessor. This was true of the original game as well but, whereas that title was hampered by the franchise’s signature “tank” controls, Resident Evil 3’s vastly improved control scheme and increased focus on ammo, crafting, and engaging enemies in combat makes it far easier to take the fight to your shambling enemies rather than having to decide been fight or flight. Speaking of which, one feature that was unique to Nemesis was the ability to pick between battling the Nemesis or running from the fight. If you chose to battle it, you’d be rewarded with some upgrades for your weapons and health capacity but you’d be in for a tough fight as Nemesis didn’t go down easily. Resident Evil 3 does away with these options, meaning that, when Nemesis appears, you either dodge past it and run for your life or attack it to stun it (possibly earning yourself an upgrade or two as you go).

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Nemesis can enter one save room…

Similar to Mr. X in Resident Evil 2, Nemesis pursues Jill with relentless abandon; it smashes other zombies out of the way, crosses distances in the blink of an eye, bludgeons Jill with powerful swings and slams, and grabs her with its annoying tentacles. Many reviewers and previews stressed that Nemesis would even follow you into save rooms but this isn’t actually true; it can enter one save room if you choose to run back that way but, as you’re more likely to engage with Nemesis or run away from it, it’s not likely you’ll see this in play so you can save without fear.

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Carlos revisits some familiar locations…

At a couple of key moments during the game, you’ll switch to playing as Carlos, who plays a little differently to Jill. He has access to different weapons (like an assault rifle), delivers a massive punch to enemies when performing a perfect dodge (similar to Jake Muller), and explores different areas (most notably a truncated version of the police station from Resident Evil 2). Given that Nemesis was much (much) shorter than its predecessor, I was really hoping that Capcom would expand upon the story in the remake by having a separate scenario where players play as Carlos all the way through but, alas, they’ve stuck to the formula of the original game, meaning that you swap to Carlos for a brief period but will be sticking with Jill for the majority of the game. This is disappointing as, like many reviewers have noted, Resident Evil 3 is a much shorter experience than its predecessor. Considering that you have to finish Resident Evil 2 in under three hours to unlock the best weapons and perks, though, having a game that clocks in at around three to five hours (depending on how good you are) doesn’t seem that bad in retrospect. However, it can’t be denied that the game is noticeably shorter; it seems Capcom were banking on Resident Evil: Resistance, an asymmetrical-multiplayer game included with Resident Evil 3, extending the life-span of the game but, while Resistance is an interesting inclusion, dodgy connection issues and my personal lack of interest in online multiplayer make this a questionable choice.

Graphics and Sound:
When I reviewed Resident Evil 2, I said that “graphically, the game has no equal right now” and those same, high-quality graphics return here. Resident Evil 3 makes fantastic use of lighting, swamping areas in a moody, unsettlingly darkness that is only lit by Jill or Carlos’ little torch or flickering lights. Resident Evil 3 is far more open than its predecessor; now, you’ll explore the streets of Raccoon City as it descends into chaos around you, entering wrecked pharmacies, restoring power to a spider-infested power plant, and breaking into a toy shop, among other things. Each area is rendered in fantastic detail and Raccoon City has never looked better; areas from the previous game are back in their full glory as well and expanded upon in a natural way. You might be blocked off from exploring the entirety of Resident Evil 2’s locations but seeing where certain previously-blocked alleyways lead or noticing familiar locations is always a thrill.

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Just watch those brains splatter everywhere!

The graphics extend to the game’s enemies as well; zombies have never been gorier than in these remakes. You can blast their limbs off and expose their tendons and skulls with well-placed shots and will marvel at how truly grotesque Umbrella’s BOWs can be thanks to the game’s realistic graphics engine, which makes characters (and viscera) look more real and stomach-churning than ever. Having said that though, there were a couple of times when the graphics went a little janky; generally, when picking off zombies from a distance in larger areas, I found the enemy models were jerky and of low quality (though this did remind me of the original PlayStation titles). Of all the Resident Evil titles, I’ve played Nemesis the least so I’m not massively familiar with its soundtrack but, like in Resident Evil 2, the game opts for ominous, subdued melodies as you explore your surroundings and ramps up the tension whenever enemies (especially Nemesis) are onscreen. Seriously, when that bastard is hot on your heels with a rocket launcher, a lot of the adrenaline you’ll feel is thanks to his foreboding theme.

Enemies and Bosses:
If you’ve played a Resident Evil title before, you’ll be familiar with a lot of the enemies here; some of the zombies are exactly the same as those encountered in the Resident Evil 2 remake and the annoying zombie dogs are also pretty much identical (though, thankfully, far less prevalent here). There’s some now variants, given the game’s new settings but, for the most part, you’ll be battling or dodging the same neck-munching monstrosities as before; as in the last remake, zombies can take loads of damage before they’ll go down for good. Many times, you’ll think a zombie is finally dead only to find it clambering up your leg moments later.

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Some disgusting new enemies lurk around the corner…

There are some new enemies here, though; the Tremors (Underwood, 1990) inspired worm enemy from the original game is gone, replaced with the bipedal Hunter γ, a grotesque, slimy frog-like thing that will eat Jill whole if she gets too close. Notorious by their absence in Resident Evil 2, spider-like enemies crop up at that Raccoon City power plant where they slash at Jill with their spiked legs or infect her with a parasite that will, eventually, burst out of her in gory fashion. You’ll also encounter Pale Heads, naked zombies with regenerative capabilities that are best put down with acid rounds, the returning Lickers and Hunters (which dodge your fire, can rip out your throat in one swipe, and must have their protective shell blasted open before they can be put down), and Nemesis-infected zombies. These are regular zombies with big, stupid-looking globs on their heads; these globs slash at the player with tentacles and can only be destroyed when they open up and expose their glowing eye.

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Nemesis eventually becomes a massive, acid-spitting monstrosity.

Throughout the game, you’ll also encounter the Nemesis; like Mr. X, Nemesis is a massive bullet sponge and capable of dealing tremendous damage, meaning it’s usually better to run from these battles (running is generally mandatory as well). Nemesis can be put down, however; if you manage to dodge its attacks and blast its power core, it will eventually drop to one knee stunned, which will give you a chance to run for it. As you battle Nemesis, it will mutate into bigger, more animalistic and uncontrollable forms; these must be fought in a series of boss battles that range from blasting a fuel tank on the monster’s back, to shooting it down from a clock tower, to powering up a gigantic rail gun to finally put Nemesis down for good. As much as I like Nemesis, part of me was always disappointed that it eventually degenerates into yet another massive glob of tentacles, glowing weak points, and sharp spikes but there’s no denying that Nemesis and its various forms greatly benefit from the fresh coat of paint this remake offers (even if its individual encounters are notably reduced).

Power-Ups and Bonuses:
As you play and explore your surroundings, you’ll pick up new weapons. Jill begins with a standard handgun but soon acquires a shotgun, a grenade launcher, and a magnum; Carlos, however, starts with a handgun and an assault rifle and doesn’t get to pick up any other additional weapons. Unlike in the original, where Nemesis dropped an upgrade almost every time you put it down, here you’ll only get a couple of upgrades from defeating the creature. Other weapon upgrades can be found in safes or in other areas, allowing you to add sights, grips, and other benefits to your weapons. As you play, you’ll earn points; the better you perform, and the more of the game’s challenges you complete, the more points you’ll earn. Many of these challenges are tied to the game’s Achievements and are story based but many others are purely to unlock new concept art and models; you’ll be awarded points for killing a certain amount of enemies with certain weapons (and overall), finishing the game on higher difficulty settings, and more.

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Spend your points in the Shop to get extra content.

Once you clear the game, you’ll unlock the Shop, where you can spend these points on new weapons (including a heated knife and infinite rocket launcher), a new costume for Jill, and other bonus perks like coins that regenerate your health over time or increase your strength and defence. Clearing the game on higher difficulties will also unlock other, even harder difficulty settings (Nightmare and Inferno), which will make the game more challenging and lead to more points being earned.

Additional Features:
As many of the game’s unlockables are tied to the Shop, there is far less on offer here than in other Resident Evil titles. There’s no New Game+, no alternative story mode, and no additional costumes beyond the one in the Shop and the pre-order bonuses. Many of the perks and items from the Shop will make your next playthrough easier but there’s a distinct lack of replay value here as there’s not much incentive to play again as all you’ll get are Achievements. Nemesis never included side stories like Resident Evil 2 but it did include the “Mercenaries” mode; both of these are absent here as Capcom instead put all the replay incentive into Resistance. In this mode, you’ll play online with four other plays either as a Survivor or a Mastermind. The Survivors must…survive…in typical Resident Evil fashion (collecting items and ammo, solving puzzles, and battling enemies) while the Mastermind tries to obstruct and kill the Survivors from behind a security camera.

RE3makeMastermind
Hinder other players as the Mastermind.

I played a couple of games in each mode and found the game an interesting novelty but it’s not really my thing. For one thing, I had a lot of network and connectivity issues; two games just ended entirely and, more often than not, I kept getting warped, stuck, or glitched into the environment. I had a similar experience with the game’s obvious inspiration, Friday the 13th: The Game (IllFonic/Black Tower Studios, 2017) but, overall, I found that title to be far more stable and enjoyable. A lot of my experience with Resistance may have been tainted by my poor connection while playing and my general dislike of online games so I’m sure people who enjoy such games will find plenty to like about this additional title.

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The Summary:
Resident Evil 3 is a fantastic companion piece to Resident Evil 2; its predecessor was always more of an extension of Resident Evil 2, kind of like an extended piece of downloadable content (DLC), and this remake doesn’t really do much to change that. When the Resident Evil 2 remake came out, I was hoping that Capcom would merge Nemesis with the game so that, after clearing it, you’d unlock Jill and Carlos’s story and play through their side of the events as I really didn’t think Nemesis had enough content to justify a full-blown remake without massively expanding upon its narrative and gameplay. Unfortunately, this didn’t happen and it really should and could have given that Resident Evil 3 was developed pretty much alongside and immediately after Resident Evil 2 and I would have been happy to wait another year to play a combined Resident Evil 2 and 3 remake. Instead, Resident Evil 3 offers an all-too-brief, action-heavy gameplay experience that, while enjoyable to play and absolutely stunning to look at, just can’t hold up to the depth and variety of Resident Evil 2. Regrettably, it looks as though Capcom won’t be offering anywhere near the level of DLC for this game that they did for Resident Evil 2, meaning that it’s probably best if you wait for this to go on sale before picking it up.

My Rating:

Rating: 2 out of 5.

Could Be Better

Did you pick up the Resident Evil 3 remake? What did you think of it? Do you agree that it was a bit lacking compared to Resident Evil 2? What are your thoughts on the original game? Which of the classic Resident Evils is your favourite? Leave a comment below and be sure to check out my ongoing review of the WildStorm Resident Evil comics for the remainder of this month.

Game Corner: Lego DC Super-Villains (Xbox One)

GameCorner
LegoDCVillainsLogo

Released: October 2018
Developer: Traveller’s Tales
Also Available For: PlayStation 4, Nintendo Switch, and PC

The Background:
You’ve heard of Lego, right? Those little Danish plastic blocks that you can slot together to build all kinds of shit and make you wish you were dead when you step on them? Well, some time ago (around 2014), they started producing playsets based on DC Comics characters. After the release of Lego Star Wars: The Video Game (Traveller’s Tales, 2005) laid the groundwork for what would become numerous licensed Lego videogames, Traveller’s Tales released Lego Batman: The Videogame (ibid, 2008), the first in a series of Lego-themed videogames based on DC Comics characters. Lego DC Super-Villains came hot on the heels of The Lego Batman Movie (McKay, 2017) and was a spin-off of its immediate predecessor, Lego Batman 3: Beyond Gotham (Traveller’s Tales, 2014). While the gameplay and narrative may have expanded beyond simple pantomiming in enclosed environments to fully-voiced open worlds, the core blueprint of building increasingly ridiculous Lego constructs in a DC-themed world remained unchanged.

The Plot:
When the evil Justice Syndicate arrive from Earth-3, pose as superheroes, and promptly dispose of the Justice League, the super-villains of the DC Universe must join forces with a mysterious new villain in order to expose the Syndicate as frauds and reclaim their place as the world’s number one villains.

Gameplay:
If you’ve ever played a Lego videogame before, you’ve played them all; gameplay is ridiculously simple and yet fun, with the games designed to be accessible to younger players and emphasising pick-up-and-play, co-operative gameplay, and simple, easy to master mechanics. The first thing you’ll do is design your own Lego supervillain from a range of available heads, costumes, and powers, which you’ll unlock more of as you play through the game’s story mode and find hidden Gold and Red Bricks. Once you have your Rookie, you’ll adventure with some of DC’s most notorious super-villains (including Harley Quinn, Lex Luthor, and Black Adam) across some of DC’s most recognisable locations (from Slaughter Swamp, to Metropolis, to the fire-pits of Apokolips).

LegoDCVillainsRookie2
Learn new abilities as you play through the story mode.

Gameplay couldn’t be simpler; you can attack enemies with combos, ranged weapons, energy blasts, and crowd-clearing ground pounds, or fly and flip across the skies of the game’s various open worlds, amongst many other attributes. The Rookie’s abilities can be customised as you play and his ability to absorb and learn new powers is a crucial part of the game’s amusing story mode.

LegoDCVillainsMap
There are many secrets to find in the game’s many locations.

Considering the Lego videogame formula hasn’t changed since their first Lego Star Wars videogame, there’s a lot to see and do here; every time you complete a chapter of the story mode, you unlock it for use in Free Play mode. As each environment has many hidden secrets that can only be uncovered by using characters and abilities not initially available in the story mode, this encourages a great deal of exploration and replayability if you want to find everything and earn all of the Achievements. Combat and gameplay are simple enough, and the game’s puzzles aren’t generally much to worry about; Lego DC Super-Villains’ challenge comes in the multitude of secrets hidden in the game’s multiple overworlds and individual chapters and in the vast amount of side missions on offer. You’ll be tasked with photographing goons, destroying certain objects, or collecting certain items, all to either obtain another hidden brick or unlock an extra playable character in the game’s already stacked roster.

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You’ll need to build all manner of Lego toys to progress.

A crucial aspect of any Lego videogame is smashing everything in your path, collecting Lego studs, and building, building, building. Holding down B near a cluster of Lego pieces will see your character piece together all manner of Lego constructs, from weapons, to computer terminals, vehicles, and even the Flash’s Cosmic Treadmill, all of which will spew out yet more Lego studs, open up new areas, or allow you to progress further.

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Everyone is represented, from the iconic to the obscure.

Collecting studs is vital to your progression; although you have a heart-based life system, you can return to the game as many times as you like after dying as long as you have enough studs. However, as they’re scattered across every inch of the Lego DC world, you’ll never be running short of these, and enemies will often drop hearts upon their defeat. Studs can also be used to purchase new characters and vehicles, both of which are essential to earning some of the game’s Achievements.

Graphics and Sound:
A key aspect of all of Lego’s multimedia ventures is just how well they recreate the feeling of playing with actual Lego toys; everything in their movies, animated shorts, and videogames has some basis in reality and is either based on, or available as, an existing Lego playset.

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You’ll visit some of DC’s most iconic locations.

To that end, all of the characters look and act exactly as a Lego toy would; they’re made of shiny, stiff plastic and it always feels as though you’ve just dropped a bucket of your Lego out on the floor and started playing with them. Iconic DC locales are lovingly crafted out of the iconic bricks to the point where you’re smashing your way through a dark and stormy Gotham City that evokes exactly the same sense of gloomy dread as anything produced by Rocksteady.

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You’ll recognise a lot of the voices in Lego DC Super-Villains.

While early Lego videogames based on movie properties utilised the soundtrack and vocal performances of their source materials, Lego DC Super-Villains favours a largely original score and goes all-in with the quality of its voice actors. You’ve got the likes of Kevin Conroy, Clancy Brown, and Michael Ironside reprising their roles from various DC cartoons and animated movies alongside John Barrowman, Zachary Levi, and Brandon Routh voicing their respective characters from DC’s live-action television shows and movies.

Enemies and Bosses:
As you journey to expose the Justice Syndicate, you’ll naturally face opposition from local law enforcement and rival goons before squaring off with members of the Justice Syndicate and the Justice League.

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You’ll eventually take on Darkseid in an epic encounter!

As a result, you’ll inevitably end up in battle against the likes of Ultraman, Mazahs, Owlman, Johnny Quick, and Superwoman but you’ll also fight against Solivar, Doomsday, and the titanic New God Darkseid. Each boss battle has a unique twist, forcing you to use different abilities to break through their defences and chip away at their health.

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Bosses are grandiose, but simple, affairs.

In many instances, bosses will use the environment to their advantage (such as Sea-King, who attacks with a giant octopus) or send waves of goons against you. Luckily, however, you can utilise different abilities to uncover building bricks around these environments to construct weapons and other Lego that will turn the tide in your favour.

Power-Ups and Bonuses:
As you play Lego DC Super-Villains, you’ll find Gold and Red Bricks, hidden Batman-branded Minikits, and various graffiti points. Each of these, and the collecting of studs, will unlock and allow you to purchase a treasure trove of in-game modifiers which will double your stud bonus, detect secrets, enable one-hit kills, and even flash up the Batman (1966 to 1968) “Pow!” sound effects.

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Some characters drastically change form to reach new areas.

Additionally, every Lego character has their own unique weapon and playstyle; some, like Clayface, can increase or decrease in size to smash through obstacles or fit through vents; others, like Livewire, can charge electrical conduits with their electricity powers. The likes of the Joker and Scarecrow can collect special items to brew up fear gas or laughing gas, respectively, while also commanding goons found in each level to form bridges or activate switches. Similarly, there are some characters, like Tigress, who can dig up hidden treasures or use their acrobatic abilities to jump across rooftops. While it would be wrong to say that no two characters play the same, as there are many who share recognisable traits, playing as Superman is a markedly different experience to playing as Chang Tzu. Add on to that the Rookie’s ability to learn and combine these different abilities and you have a lot of different options available to you to progress through the game’s story and side quests.

Additional Features:
Once you clear the game’s substantial story mode, which will see you take command of various different DC villains across multiple locations, you unlock five bonus levels that are narrated by Lobo and located around Apokolips. These extra missions allow you to play as the various members of the Justice League as they battle their way to freedom out of Darkseid’s hellish homeworld. There’s also a fair amount of downloadable content on offer that adds characters and levels based on DC films like Shazam! (Sandberg, 2019) and Aquaman (Wan, 2018) and DC’s live-action shows, like Arrow (2012 to 2020) and The Flash (2014 to present), among others.

LegoDCVillainsSummary

The Summary:
I’ve always enjoyed the simple pleasure of the Lego videogames; they’re not exactly taxing to play through and are easy to slip right back into after years away as the fundamental basics have remained unchanged since 2005. Not only are they harmless fun to play, they’re also pretty funny; Traveller’s Tales have put a lot of work into the game’s story and dialogue and much of the game’s humour comes from genuinely funny jokes, gags, one-liners, Easter eggs, and sight-gags. Saying that, though, Lego DC Super-Villains is best played with a friend so you can easily smash your way through the story mode and side quests and uncover every hidden trinket on offer. As a solo experience, it’s serviceable enough but these are games built to be enjoyed with a friend or, more ideally, a younger sibling or a child (preferably yours…) as the challenge on offer is tailor made for a younger audience. There’s a lot to like, here, though, especially if you’re a fan of DC Comics or their animated endeavours.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think about Lego DC Super-Villains? Are you a fan of the Lego videogames or do you find the formula to be wearing a bit thin by now? Feel free to leave a comment and give me your thoughts and feedback.

Game Corner: Resident Evil – Code: Veronica X HD (Xbox 360)

GameCorner
ResiCodeLogo

Released: February 2019
Originally Released: February 2000
Developer: Capcom Production Studio 4
Also Available For: Dreamcast, PlayStation 2, GameCube, PlayStation 3, and Xbox One

The Background:
After redefining the survival/horror genre with Resident Evil (Capcom, 1996), Capcom were under pressure to release ports of their popular franchise onto consoles other than Sony’s PlayStation. Unable to get a port of Resident Evil 2 (ibid, 1998) for SEGA’s ill-fated Dreamcast off the ground, and with Sony claiming first-dibs on Resident Evil’s next numbered sequel, producer Shinji Mikami opted to develop two concurrent Resident Evil sequels. While Resident Evil 3: Nemesis (ibid, 1999) continued the story of Jill Valentine and was, largely, simply a side-story to Resident Evil 2, Resident Evil – Code: Veronica reunited Claire Redfield with her brother, Chris, and utilised the superior processing power of the Dreamcast to diverge what was quickly become a stale narrative formula into a more global story.

The Plot:
Three months after escaping the destruction of Raccoon City, Claire Redfield is captured and imprisoned on Rockfort Island while attempting to reunite with her brother, Chris. After an outbreak of the Tyrant-Virus (T-Virus), Claire soon finds herself teaming up with a fellow inmate, Steve Burnside, and once again battling through hoards of zombies and the malevolent Umbrella Corporation’s Bio-Organic Weapons (BOWs) in a desperate attempt to survive.

Gameplay:
Code: Veronica features exactly the same survival/horror gameplay as its predecessors; players once again utilise “tank controls” to navigate Claire, Steve, and Chris through a number of environments but, like in Nemesis, players can now pull back on the analogue stick while pressing A to perform a quick 180-degree turn, which makes dodging BOWs and attacks far easier.

ResiCodeMenu
Item management is key to your survival.

As is the tried-and-true Resident Evil formula, players must pick up files and notes to flesh out the game’s story and earn hints as well as collect and combine weapons, ammunition, key items, and healing times (herbs and first-aid sprays) in order to progress. It is crucial to your survival to be constantly aware of your environment and your resources as running out of ammo or herbs can be the difference between life and death. Players can store their items in Item Boxes, which are generally located in safe areas where players can restock and save their progress using an Ink Ribbon and a typewriter. You’ll need to make frequent use of these rooms in order to tackle the game’s puzzles, which can be as simple as moving crates and as complex as risking your life to crush a glass sphere under a massive weighted block.

ResiCodeSteve
You’ll get to play as this asshole a couple of times…

Unlike the first two Resident Evil’s, but almost exactly as in Nemesis, Code: Veronica sees players jump between different playable characters as they progress through the story. You begin as Claire trying to escape the zombie outbreak on Rockfort Island but also take control of the irritating Steve at one point, before switching to Chris about halfway through the game. Like in previous games, each have different skills that help them progress (Claire has a lock pick, for example) and players can choose to help out their sibling by clearing areas of enemies or leaving weapons or items behind for them to acquire.

Graphics and Sound:
Unlike its predecessors, Code: Veronica ditches the classic pre-rendered backgrounds for three-dimensional environments that are rendered in real-time; this means that, while there are still some examples of fixed-camera angles, Code: Veronica features the most dynamic and cinematic camera the series had ever seen at that point. This works fantastically with the game’s incorporation of new, foreign locations for its story; while many of the game’s environments will be familiar to Resident Evil veterans (mansions, underground facilities, sewers and the like), you’ll also travel to the frozen wastelands of Antarctica and visit some gothic-inspired locales, though the “HD” makeover isn’t anywhere near as extensive as it has been in recent Resident Evil renovations.

ResiCodeClaire
Claire is suddenly a bullet-time bad-ass…

Thanks to the power of the Dreamcast, Code: Veronica not only features a much higher level of detail in character models, faces, and zombie details but also steps up the game’s use of CG cutscenes, which specifically portray Claire in a far more capable and tougher light than she appeared in Resident Evil 2. Just as Leon S. Kennedy jumped from a relatively competent rookie street cop in Resident Evil 2 to a martial arts superspy in Resident Evil 4 (Capcom Production Studio 4, 2005) with little in-game explanation, Claire is suddenly dodging bullets (from a helicopter, no less!) and performing grandiose, bullet-time actions. The game also features a foreboding soundtrack that echoes those of its predecessors; a lot of the time, areas are devoid of music, meaning all you can hear is the shuffle of rotting feet, the moaning of zombies, or the ominous growling of some unspeakable mutation. Subtle, soothing tunes let you know when you’re in a safe area and the dramatic score kicks in as monsters attack and dies down once they’re defeated, which is all standard fair for these early Resident Evil titles.

Enemies and Bosses:
Code: Veronica features a lot of the standard enemies you’ve come to expect from a Resident Evil title; you’ll mainly encounter rotting, bloody zombies who shuffle about, claw along the floor, or burst through windows in their droves. There’s possibly the most variety in the zombies’ appearance here, though, as there’s reanimated corpses from a cemetery, naked zombies in a sauna, zombies with little worker hats, vomiting zombies, frozen zombies, and even zombies with glowing eyes like Albert Wesker. Speaking of which, Code: Veronica inexplicably returned Wesker to the series after he was skewered into ribbons of bloody flesh in the first Resident Evil; while you don’t get to fight Wesker here, he is heavily involved in the game’s plot, which revolves around Alfred and Alexia Ashford developing a new T-Virus strain.

ResiCodeWorm
I’m seeing a few similarities here…

The T-Veronica Virus offers a variety of additional BOWs for players to contend with; some will be familiar, like the deadly Hunters and giant spiders, and others are new, like the Tremors (Underwood, 1990) inspired Gulp Worm and Code: Veronica’s most persistent new enemy, the Bandersnatch, which can grab you from afar with its stretchy, clawed arms and will leap and haul tiself around the environment to get at you.

ResiCodeFinale
Good luck hitting this fucking thing!

You’ll also battle some messed up, multi-formed bosses that owe more than a small debt to John Carpenter’s The Thing (Carpenter, 1982); there’s a particularly gruelling close-quarters fight with a Tyrant in a plane, the blind, spider-limbed Nosferatu (who can swipe you right off a helipad and must be awkwardly shot at with a sniper rifle during a blizzard), Steve’s transformation into a hulking, axe-wielding frog-like creature that can only be ran from, and Alexia’s mutation from an insectile creature that flings flaming blood at you, bulges out into a grotesque, bug-spewing monstrosity, and finally ends up as a dragonfly-like annoyance that will take not only your best weapons (usually the Magnum) but also the unwieldy Linear Launcher to defeat.

Power-Ups and Bonuses:
In true Resident Evil fashion, you can find additional and more powerful weapons as you play and explore your environments; both Chris and Claire can obtain an assault rifle, dual-wield submachine guns, the go-to fan favourite shotgun, and a grenade launcher with four different types of ammo while also being able to upgrade their base pistol to a burst fire mode or improve its power, respectively.

Additional Features:
Players can unlock a couple of bonuses through gameplay. Completing the game unlocks “Battle Mode”, a time attack survival mode where you must battle hordes of enemies with infinite ammo and lets you pick between third- and first-person perspectives. You can unlock not only Steve but also Wesker for use in this mode and, as you might expect, finishing the game with an S-rank unlocks an infinite rocket launcher for your use. There’s also a handful of Achievements you can attain but, as this was originally an Xbox 360 title, they’re mostly tied to gameplay progression rather than Easter eggs or obscure actions on the player’s part.

ResiCodeSummary

The Summary:
Resident Evil – Code: Veronica X is about as classic a Resident Evil title as you can get; it hits all of the beats you would expect from Capcom’s survival/horror franchise while also expanding its scope beyond the confines of Raccoon City for the first time. Narratively, this is also where the series begins to kind of fall of a cliff as the plot suddenly becomes far more dense, layered, and convoluted and shifts towards a focus on Wesker’s evil ambitions and away from a faceless corporation’s machinations. Yet, for as good as it is, Code: Veronica doesn’t really offer anything new; despite the benefits offered by the Dreamcast, the game is firmly entrapped in the gameplay mechanics and restrictions of the series, meaning that it’s more a case of the same-old, same-old rather than offering the fresh take on the series we’d see in Resident Evil 4. However, for those (like me) who were disappointed with the brevity of Resident Evil 3: Nemesis and like jumping back into a traditional survival/horror title, there’s enough here to sustain your interest and engagement, though you’ll most likely soon forget the experience once you jump to one of its successor titles.

My Rating:

Rating: 2 out of 5.

Could Be Better

What are your thoughts on Resident Evil – Code: Veronica X? Did you play the original Dreamcast title or, like me, discover it through one of its many ports? Would you like to see an HD remaster of this title as well or do you think that it’s best left as it is? Sound off in the comments and come back for more Resident Evil content coming soon.

Game Corner: Sonic Generations (Nintendo 3DS / Xbox 360)

SonicGenerationsLogo

Released: 1 November 2011
Developer: Sonic Team
Also Available For: PlayStation 3, PC, Xbox One, and Xbox Series S/S

The Background:
It’s been said time and again, but Sonic had a tumultuous transition to 3D. While Sonic Adventure (Sonic Team, 1998) is generally regarded as a classic, it had a few issues that took SEGA some time to iron out in Sonic’s subsequent 3D titles. Despite some bizarre claims to the contrary, Sonic the Hedgehog (ibid, 2006) was a diabolical low point for the franchise. Sonic Team were desperate to make up for this with Sonic Unleashed (ibid, 2008), a critical and commercial success that saw the 3D games utilise a brand-new game engine to propel Sonic at breakneck speeds. This was further refined in Sonic Colours (ibid, 2010), another successful entry that but the franchise in a good position for its 20th anniversary. Sonic Generations was specifically developed as a love letter for long-time fans, with Sonic Team focusing exclusively on high-definition consoles and the unique 3D features of the Nintendo 3DS. The developers sought to recreate only the most popular and iconic stages from Sonic’s past and to make the game accessible to players of all ages, bolstering the release with a limited edition version and a touch of downloadable content (DLC). regarded as one of the best of Sonic’s 3D efforts, Sonic Generations was widely praised, despite its short length, for its colourful visuals and fast-paced gameplay; though the 3DS version was largely seen as inferior to the main console releases. regardless, Sonic Generations was a strong seller for SEGA thanks to being backwards compatible with new hardware and even got a whole new lease of life in 2024 with an equally celebrated . Shadow the Hedgehog-themed remaster.

The Background:
It was 2011 and SEGA were eager to celebrate the 20th anniversary of their iconic videogame mascot; after years of disconnect and complex additions to what had begun as a simple, one-button videogame, it’s fair to say that there was some…confusion regarding Sonic’s past, canon, and timeline. SEGA initially opted for a soft reboot, of sorts, with Sonic Adventure (Sonic Team, 1998), which clearly depicted Sonic and his cast of characters redesigned into a slightly older, more anime-inspired aesthetics in a world similar to ours, inhabited by both humans and anthropomorphic characters, and with a tenuous connection to the previous videogames. However, very quickly, this fell apart a bit as Sonic videogames became both incredibly dense and complex or laughably simple, especially in their narratives. After years of fans wanting a return to the traditional, 2D gameplay of the past, Sonic Team opted for a title that would combine not only the tried-and-true 2D gameplay of the past with the fast-paced 3D gameplay of what was, at the time, the present but also bring together two different generations of Sonic for the first time.

The Plot:
While celebrating Sonic’s birthday, Sonic and his friends are scattered through time by Doctor Eggman’s ferocious, mysterious beast, the Time Eater. Teaming up with a past version of himself, Sonic races through from his past to rescue his friends, retrieve the Chaos Emeralds, and put a stop to the Time Eater’s rampage.

Gameplay and Power-Ups:
Sonic Generations takes the fast-paced, “Boost”-centric formula of Sonic Unleashed and Sonic Colours and further refines it, offering both 3D and 2.5D, high-speed action stages as players race through some of the most iconic stages (or “Zones”) in Sonic’s history. While Sonic remains the only playable character, there are now two of him: the “Classic” Sonic (who plays exclusively in 2.5D) and the “Modern” Sonic (who plays in 3D and 2.5D). There are nine Zones to playthrough in Sonic Generations, each with two levels (or “Acts”): Act One is exclusive to Classic Sonic and Act Two is tackled by Modern Sonic. Although you’ll pot a timer in the to-left of the screen, there are no time outs here’ instead, you get a letter grade a points for finishing Acts as fast as possible. You’ll want to stick to the higher paths, where available, and utilise rails, pulleys, and other shortcuts to cut down your time, but you’re basically guaranteed an “S” rank if you finish an Act without losing a life. Unsurprisingly, Golden Rings are your life source, protecting you from most attacks and granting an extra life for every increment of 100 you collect. Golden Rings also fuel Modern Sonic’s “Boost” gauge (which is also filled by performing tricks off ramps and bashing Badniks), allowing him to blast ahead at high-speeds and plough through any enemies and destructible objects in his way. While both Sonics have unique gameplay mechanics, they share some common controls: you jump with A or X, pressing it again in mid-air to attack nearby enemies or hit targets with Sonic’s Homing Attack. While this is exclusive to Modern Sonic, you can unlock the ability (or “Skill”) for Classic Sonic, too, and it becomes mandatory in the 3DS version. B sees you crouching to fit through small gaps, Y activates any Skills you have equipped, and the Right Trigger either blasts Modern Sonic off or quickly performs Classic Sonic’s Spin Dash. When Boosting, you can hold the Left and Right Triggers to drift and use the Left and Right Bumpers to quick step. As Modern Sonic, you can press B in mid-air to perform a stomp, wall jump off specific surfaces, and dash along a line of Rings by pressing Y.

Both Sonics have distinctive playstyles, though gimmicks are recycled and shared between both.

These controls are largely mirrored on the Nintendo 3DS, with players jumping and using the Homing Attack with A or B and Boosting with Y, though there’s no quick Spin Dash for Classic Sonic. Classic Sonic’s taught the Homing Attack early on, though he doesn’t really need it and ends up playing as a slower, clunkier version of his counterpart. While it might seem like Modern Sonic has more tricks at his disposal, each Sonic can be assigned Skills, unlocked by collecting Red Star Rings, completing additional Challenges, and spending points in the Skill Shop. Each Skill has a point value, and you can assign as many as you like to each Sonic until you hit the point cap of 100. A bunch of these are shared between both Sonics, giving each the ability to begin an Act with ten Rings, granting an additional extra life, giving them more movement options when underwater, and eliminating the recovery time after taking a hit. Classic Sonic can equip one of the elemental shields from Sonic the Hedgehog 3(SEGA Technical Institute, 1994), gaining a bounce, flame burst, and double jump and being able to breathe underwater, resist flames, and attract Rings, respectively. He can also equip the “Twin Spin Attack” (or “Insta-Shield”) from Sonic 3, start with a temporary invincibility, extend the Spin Dash, turn enemies into Rings, and even hop on a skateboard. Some of these abilities are available in Zones as well, such as the speed up and invincibility and skateboard, though you’re more likely to smash Ring monitors. Modern Sonic can also be assigned Skills to allow him to blast off at the start of an Act, perform faster Homing Attacks and wall jumps, and increase the length of his Boost gauge. When playing Planet Wisp or Tropical Resort, you’ll utilise the returning Wisps, with Classic Sonic using the Pink Wisp and Red Wisp to race across walls and ceilings and turn gears or burst through the sky and Modern Sonic rocketing up Dr. Eggman’s factory and smashing through barriers or ricocheting about with the Cyan Laser. Acts also contain the usual gimmicks and hazards, such as springs, spikes, flame bursts, ramps, and rails. You can jump through boost rings to blast through the air, fly off ramps to perform tricks and fill your Boost gauge, repeatedly hit bouncy springs to get higher, and even run on those awful Marble Garden Zone platforms to reach higher areas in Sky Sanctuary. When underwater, you’ll need air bubbles to keep from drowning; when leaping to platforms, you must watch for bottomless pits; and you’ll often press switches to activate or move platforms and blocks.

Sonic’s greatest hits and misses are revisited in each Zone and Challenge.

Interestingly, the Nintendo 3DS’s bottom screen is only used to track your progress in an Act, display the boss’s health bar, and to navigate the sparse hub world. Sonic Generations takes place in a simple hub world called “White Space”, a disappointingly barren void where stages from Sonic’s past have been dumped by the Time Eater. These are arranged in three areas corresponding to an era of Sonic’s history and guarded by a Boss Battle. To progress through the game’s brief and simple story, you must complete each Act to partially restore colour and life to the White Space, then acquire a Chaos Emerald from a Rival and Boss Battle. By and large, the game’s Acts aren’t particularly challenging, though there are some unfair bottomless pits and each Sonic seems to have lead in their sneakers, which can make precision platforming slippery and frustratingly difficult. The difficulty comes in the lengthy and haphazard variety of gameplay mechanics seen in the later, modern levels; unsurprisingly, Crisis City stands out as one of the game’s more frustrating stages thanks to the fire traps, lava pits, bottomless pits, and that Goddamn flaming tornado! The Nintendo 3DS version sees you flying through Mushroom Hill using propeller plants, bouncing around Casino Night, and racing from a destructive orca in Emerald Coast, though the additional Challenges are missing from the Xbox 360 version. Here, after clearing each area, you’ll unlock five additional Challenges for each Sonic; you’re required to clear at least one of these for each Zone to gain a Boss Key, battle the boss, and progress to the next area. These Challenges are considerably varied and can be anything from racing against a ghostly doppelgänger to finding Chao, to completing a stage with only one Ring. Sometimes, you’ll also race against, or team up with, one of Sonic’s friends; you’ll use Mile “Tails” Prower to hover over obstacles and gaps, knock musical notes back to Vector the Crocodile, and clear walls of flame with Blaze the Cat, for example. While you may call upon Sonic’s friends with Y in these Challenges, you’ll never control any character other than the two Sonics, which is quite disappointing. These Challenges can be frustrating but clearing them is the only way to completely restore each area and also unlock additional Skills, artwork, music, and character profiles in the Collection Room.

Presentation:
Graphically, Sonic Generations is still one of the brightest, most vibrant Sonic 3D titles ever made. Classic Sonic, especially, looks and animates really well and every stage is packed full of life, colour, and little details that will be recognisable to any Sonic fan. Both Sonics have idle poses and celebrate or lament their letter grade after each Act, though, strangely, Classic Sonic is completely mute. This means that Modern Sonic gets all he puns and one-liners and voice clips, while Classic Sonic simply pantomimes his feelings and relies on Classic Tails to talk for him. Sonic’s friends appear as non-playable characters (NPCs) in White Space, offering encouragement and hints after being restored to guide you towards Red Star Rings. White Space is very annoying for such a simple hub world, with the game forcing you to take boost pads, loops, and springs to reach Challenges (though you can cycle through Acts, at least). I’m glad the game isn’t bogged down by a huge open world, but White Space feels very cheap and half-assed at times, despite some fun Easter Eggs. Sonic Generations takes the original 2D and 3D environments and gives them an eye-catching visual makeover, though the screen’s a bit too zoomed in at times for Classic Sonic and it’s easy to just blast off into the void as Modern Sonic. Perhaps the pinnacle of Sonic Generations’ graphical achievement, though, is in the fantastically updated battle against Perfect Chaos, who has been turned from a choppy, flappy-mouthed monstrosity into a genuinely terrifying, bio-organic creature. However, when playing the Xbox 360, I did notice some blurriness to the images, some frame rate issues, and the game crashed on me three or four times, which was odd. It’s obviously graphically superior to the 3DS version, which offers the same headache as all 3DS titles and is extremely basic at times. You cans ee this in Mushroom Hill, which looks strangely bland, the cutscenes (which are simple 3D models with dialogue boxes), and the reduced Zone count.

A generational adventure that lovingly recreates Sonic’s classic stages.

Each of the game’s Zones are beautifully rendered and expanded upon with gameplay gimmicks from other games and even little extra things, like a celebration taking place in Rooftop Run and getting to visit Hidden Palace in Sky Sanctuary. While there are some obvious choices (Green Hill and Chemical Plant have since been overused to death), there are some odd inclusions, like Speed Highway from Sonic Adventure (I would have picked maybe Ice Cap or Red Mountain), and some disappointments, like Seaside Hill from Sonic Heroes (Sonic Team USA, 2003). I’m honestly surprised that Sonic Team didn’t include Casino Park instead, though I would’ve liked to see them mix it up with Egg Fleet or Frog Forest. There’s some real depth to the environments, with Chemical Plant’s factory exploding in the background, the Death Egg rising in Sky Sanctuary, and desolation as far as the eye can see in Crisis City. Things can be a bit cluttered at times and it’s not always clear which winding path you can take and which is part of the background, but I loved how faithfully Sonic Generations recreated each area and the little twists they toss in. Classic Sonic’s Seaside Hill is largely underwater, for example; the infamous truck wrecks the environment and rockets after you across walls in City Escape; and Dr. Eggman airship hounding you in Rooftop Run. The Nintendo 3DS version oddly adapts Zones from Sonic’s main console games rather than his handheld ventures, with the exception of Water Palace (and, I guess, Tropical resort), which was an odd choice and results in some janky, bland stages that are actually inferior to their Nintendo DS predecessors since the action’s limited to one screen. The Xbox 360 version features some really well done CG cutscenes; it’s just a shame that the game’s story is so criminally short that we don’t see more of these. When you free Sonic’s friends, they’ll make a comment while Sonic just stands there like a tool rather than properly interact with them. As for sound, Sonic Generations has you covered! Every area features a unique, remixed version of its original track and each Act has a different version to differentiate the two. On the Xbox 360, you can also unlock additional music tracks, including some great remixes by the likes of Cash Cash and Crush 40, and play these on any Stage, allowing for a lot of variety in the music you hear as you play.

Enemies and Bosses:
Given that it features stages from three eras of Sonic’s history, Sonic Generations also includes many recognisable Badniks and enemies from each time period being represented. You’ll smash apart the likes of Moto Bugs, Buzz Bombers, Crabmeats, Spinys, and Egg Robos from the classic games, with Egg Robos sporting missile barrages and giant Badniks even chasing you at certain points. Moving into the modern era, you’ll bop Eggpawns, Cop Speeders, robots from the Guardian Unit of Nations (G.U.N.), and flaming Iblis creatures. While most slow and easy to attack, they can still surprise you with bolts of energy or other attacks, such as the construction Egg Pawns on Planet Wisp tossing their pickaxes. Enemies are largely there to be bothersome, with the cannons surrounding Rooftop Run’s clock tower being particularly aggravating and the Egg Pawns in the barrel store being notably cheeky. Enemies also act as “bridges” between platforms, rails, and other areas, allowing you to Homing Attack or bop them to reach higher paths, cross lava, or avoid spike pits. The Nintendo 3DS version features a handful of unique enemies due to its different Zone selections, such as those mushroom-tossing moles, axe-wielding Egg Pawns, and even a massive Egg pawn that wrecks the ruins of Water Palace. Spikes are annoyingly commonplace, often waiting right where you land, as are crushing hazards, moving blocks, flame bursts, and missiles from the walls and ceilings. You’re chased by a gigantic truck in City Escape, one that now sports giant buzzsaws, have debris flung at you by a flaming tornado in Crisis City (which also whisks away the environment and the end goal for Classic Sonic!), and must watch for crumbling platforms when bouncy from clouds in Sky Sanctuary. Spiked obstacles also appear on rails, mines litter the ground, and you must quick step left and right to avoid being blasted by Dr. Eggman’s drones and airship. While warning signs alert you to bottomless pits, it’s very easy to plummet down them when moving so fast, or to clip through the environment, and Sonic can be quite slippery, which doesn’t help when trying to make trickier jumps.

Iconic bosses get a massive upgrade, adding extra gimmicks and attacks to their arsenals.

Six classic bosses return and are remixed in each version of Sonic Generations. On the Xbox 360, Classic Sonic first fights the Death Egg Robot on a narrow platform, dodging its extending, drill-like arms and running under it when it jumps to ram its butt. The fight the switches to a recreation of the Death Egg Zone and the mech exclusively attacks from the background, forcing you to lure it to attack bombs with its arms so you can run up and ram its head. The fight with Perfect Chaos is now a whole stage as you dodge its tentacles and jump on crumbling platforms to reach it, hitting springs and pulleys and blasting across the water on boost pads to race up its body. Perfect Chaos spawns twisters, fires energy beams, and unleashes its massive mouth laser, before erupting water geysers. This forces you to precariously hop to platforms, battling the awkward camera to land the final blow. The Egg Dragoon sees you blasting through a circular tunnel avoiding its freeze bolts and missiles and hopping to rails to ram the cockpit. When on a 2.5D plane, you must hang back and jump over shots then quickly wall jump up its arms, avoiding a downward shot, before diving after the falling mech, avoiding its drill arms to target its body. On the Nintendo 3DS, you battle one of my favourite bosses, the Big Arms, now avoiding its arm slams and palm slaps, then, oddly, battle the Biolizard. This is an annoying fight as you must awkwardly run from its gaping mouth or thrashing tail, grinding up to its core, avoiding high and low shots and bouncing off orbs to smack its core. Finally, you battle the Egg Emperor in an autorunner, desperately avoiding its energy waves, dodging its charge, and taking out the cannons to smack his big, stupid face.

Best Sonic’s rivals to power-up and battle the aggravating Time Eater with two Super Sonics!

You’ll also compete against some of Sonic’s rivals in both versions, with the Xbox 360 fights yielding Chaos Emeralds. You’ll once again race across Stardust Speedway against Metal Sonic, hopping over its torpedo dash and avoiding its lasers and the debris it tosses at you to give it a smack. You’ll across the walkways of the Space Colony ARK against Shadow the Hedgehog, chasing down purple energy orbs to power-up and blast meteorites at him in a battle that’s ridiculously easy if you can speed after him fast enough. Finally, you return to Crisis City to battle Silver the Hedgehog, avoiding his telekinetic waves and targeting the debris he flings at you to wallop him, before scrambling over a huge wave of junk and racing towards the camera to finish him off. This rival fights are significantly downplayed on the Nintendo 3DS as you don’t fight Silver and both are reduced to races, with you hopping over obstacles and slowing Metal Sonic or Shadow with some lucky shots and desperately trying to avoid Shadow’s boost and Chaos Spear. Unfortunately, Sonic Generations and its bosses arefurther let down by the final battle with the Time Eater. Despite an impressive, ominous score, the unique design of both the creature and the bizarre vortex you battle it in. Despite the joy of seeing Classic and Modern Sonic turn Super Sonic to battle two versions of Dr. Eggman, this fight is a confusing mess. You hold down RT to charge head-first through a time/space distortion, dodging pieces of the Zones and the Time Eater’s arms and lasers, to ram its core. You can press Y to switch to the outside of the vortex and press X to fire the other Sonic to destroy incoming projectiles, all while Sonic’s friends constantly shout “advice”. You can barely see Golden Rings until they’ve flown past you, you have no idea if you’re holding or mashing buttons, and defeating this monstrosity is much easier on the Nintendo 3DS. You battle it on a 2.5D plane, with no attacks at your disposal and simply dodging its lasers and arm swipe until its core is exposed, then race towards it on a 3D plane. This can be tricky as it’s not easy to dodge its hand claps and it’s easy to run out of Rings, but at least you’re not bombarded by repetitive voice clips, and you can land hits a lot easier.

Additional Features:
There are forty-nine Achievements to earn in Sonic Generations, with one popping every time you clear both Acts in each area and defeat a rival and boss. Every Act as at least one Achievement tied to it (normally something involving going a specific route and collecting a specific Red Star Ring before completing the stage), you’ll get Achievements for performing tricks, acquiring Skills, and unlocking all collectibles. Every Act has five Red Star Rings to find, with each one unlocking artwork, music, and other extras; you’ll also get an Achievement if you find them all. As you complete Acts, Challenges, and collect Red Star Rings, you’ll unlock additional music tracks, cutscenes, artwork, and little character trophies that can all be viewed in a little gallery/museum at the far left of White Space. If you explore the Green Hill hub, you’ll find a SEGA Mega Drive and, for 7777 points, you can purchase a Mega Drive controller to play a port of the original Sonic the Hedgehog(Sonic Team, 1991)! You can also challenge the rivals and bosses on “Hard” mode (though there’s no Achievement for this), upload your fastest times to an online leaderboard, and play a pinball table themed on Casino Night Zone if you snagged the DLC. On the Xbox 360, you acquire the seven Chaos Emeralds by playing the main story, unlocking Super Sonic for the finale and as a 100-point Skill for both Sonics, but play Special Stages on the Nintendo 3DS. These are modelled after Sonic Heroes’ pipes, with you collecting orbs to power-up your boost and avoiding spiked mines in super easy challenges. You can also download additional missions using the handheld’s “StreetPass” feature, play an online versus mode (that appears to be a head-to-head race), customise a profile card, and play a time attack mode, though the Nintendo 3DS lacks the Skills and Red Star Rings of its counterpart.  

The Summary:
When I first played Sonic Generations on the PlayStation 3, I remember it being a fantastic experience; it was fun, fast paced, and chock full of nostalgia and little bits of fan service. Aside from the final boss, I had a blast breezing through everything the game had to offer and lamented the lack of follow-up downloadable content from Sonic Team, hence my excitement for the later remaster. I was therefore super exited to revisit Sonic Generations on the Xbox 360 and snag the Nintendo 3DS version, only to be put off by how zoomed in the camera was for the 2.5D sections. Nevertheless, I ploughed ahead, happy to be revisiting this slice of nostalgia and, very quickly, found myself quite frustrated by a lot of little things. The sheer uselessness of the regular jump both Sonics have, their tendency to spontaneously slip off platforms, the frustrating nature of a lot of the Challenges and, of course, the massive letdown of the final boss. All these years later and I’m still disappointed that the story wasn’t a bit more grandiose given that this was a celebration of Sonic’s 20th anniversary. White Space feels so empty and lifeless, the lack of other playable characters and extra stages was disappointing, and the barebones nature of the title makes it feels cheap and rushed at times. The Nintendo 3DS version is even more barebones, lacking so many features, characters, and even having a reduced Zone count, with the only consolation being simplistic Special Stags. Not adapting Zones from Sonic’s handheld past was a huge mistake, the Zones we do get are largely empty, and both Sonics play too similar for the game to compete with Sonic’s Nintendo DS library. Yet, by and large, Sonic Generations is still an enjoyable experience. I fear this playthrough may have been soured by me rushed through it as quickly as possible rather than taking my time and losing myself to the nostalgia. If you can do that, there’s a lot to like here from a visual and aural perspective, as well as the game being a fun, if all too brief, break-neck action romp through some of Sonic’s most iconic areas.

Nintendo 3DS Rating:

Xbox 360 Rating:

Rating: 2 out of 5.

Rating: 3 out of 5.

Could Be Better

Pretty Good

What did you think of Sonic Generations? Do you think it still holds up or, like me, do think that it was lacking in content and features? What did you think to the Zones featured in the game and the remixed boss battles? Were you disappointed by the lack of other playable characters? Which Challenge was the hardest for you and why was it Vector’s? What was your favourite Classic and/or Modern Sonic videogame? Share your thoughts in the comments, support me on Ko-Fi, and go check out my other Sonic content.

Game Corner: Deadpool (Xbox One)

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DeadpoolGameLogo

Note: Those who actually read my blog with any regularity will notice that I am starting a different format with Game Corner with this review.

Released: November 2015
Originally Released: June 2013
Developer: High Moon Studios
Also Available For: Xbox 360, PlayStation 3, PlayStation 4, and PC

The Background:
First announced at the 2012 San Diego Comic Con, Deadpool was published by Activision who, at the time, held the rights for all videogames based on Marvel Comics properties. It was developed by High Moon Studios, who were primarily known for their work on a number of Transformers videogames released between 2010 and 2012; they would also go on to work on a couple of Call of Duty titles in 2016 and 2019 despite the fact that, after completing work on Deadpool, around forty of High Moon’s employees were unceremoniously fired by Activision. The game is, obviously, based on the Marvel Comics character of the same name; created in 1991 by Fabian Nicieza and Rob Liefeld, the “Merc With a Mouth” has gone on to become one of Marvel’s most popular and enduring anti-heroes whose use of violence, fourth-wall breaks, and crude humour has made him a consistent fan favourite. Deadpool received mixed reviews upon release and was soon removed from all circulation after Activision lost the Marvel license; once the Ryan Reynolds-starring movie came out in 2016, however, the videogame was re-released for Xbox One and PlayStation 4…before again being dropped due to licensing issues, meaning that the only way to play it now is to pick up a second hand copy.

The Plot:
Bored in his crummy apartment, Deadpool calls up High Moon Studios and threatens them to produce a videogame based on his specifications and soon finds himself embroiled in a battle against Mister Sinister.

Gameplay:
Deadpool is a third-person, hack-and-slash action shooter with some elements of stealth and platforming. Ostensibly taking its cues from the God of War (SIE Santa Monica Studio/Various, 2005 to present) and Devil May Cry (Capcom/Ninja Theory, 2001 to present) franchises, players must use a variety of melee weapons (swords, sais, and mallets, all double-wielded) to hack apart enemies while also employing firearms (pistols, machines guns, and shotguns…also all duel-wielded) and grenades to blow apart anyone who gets in their way. Deadpool is also equipped with a teleporter to travel short distances or dodge and counter enemy attacks and is tasked with performing some rudimentary platforming across gaps and floating platforms. Deadpool’s teleporter can be upgraded to assist with this and he can also wall jump, clamber up certain ledges, and teleport back to safety if he falls down a bottomless pit.

DeadpoolGameCombat
Cut through enemies to earn experience points.

There are, occasionally, sections of the game where Deadpool must perform a stealth kill; creeping up behind unsuspecting enemies, Deadpool can use any one of his weapons to execute his target in brutal fashion. Attacking enemies builds up Deadpool’s momentum and, by pressing two buttons together and either holding or mashing a button, Deadpool will unleash a super move to dispatch his foes. Attacking also employs a combo system; racking up a chain of combos awards Deadpool greater bonuses in the form of Deadpool Points (or “DP”), which can be spent upgraded Deadpool’s weaponry and basic stats (such as health and ammo). Deadpool is gifted with a generous healing factor; he can take a lot of punishment, and accrue damage to his costume and person but, if you duck away from the chaos for a few seconds, his health will automatically regenerate. If his health is depleted, you can restart from the last checkpoint, but you can also recover health by eating tacos.

DeadpoolGameVariety
The game always finds weird ways to keeps things entertaining.

There are a few more ludicrous moments in the game as well, such as when Deadpool’s head is twisted on backwards and he must chase his dog to recover his missing arm all while battling reversed controls. There are also moments where you blast enemies with laser cannons, take control of Rogue after she absorbs too much of Deadpool’s powers and personality, and classic 2D gameplay interludes that help to keep the game fun and interesting.

Graphics and Sound:
The jump to Xbox One hasn’t really done much to improve Deadpool’s aesthetics; the strongest element of Deadpool’s graphical presentation is in the character designs and the over-the-top, gore-filled anarchy of the game’s combat but environments leave a lot to be desired.

DeadpoolGameLevels
Deadpool‘s environments can be disappointingly bland.

While Deadpool’s apartment is full of character and some fun little things to interact with, you’ll quickly find yourself hacking your way through such exciting locations as…an office building, a sewer, and a prison. Deadpool does visit Genosha, which is an iconic Marvel location, and there’s a fun sequence where Deadpool embarks on a spirit quest, but none of the game’s environments are that lively or interesting to look at.

DeadpoolGameCharacters
Deadpool‘s character designs are top notch.

The game’s characters, however, look great; even the enemies and non-playable characters (NPCs) are all rendered in a gloriously over-the-top fashion that evokes Liefeld’s, shall we saw “trademark”, artistic style. Characters are all impossible muscles, jiggling boobs, or massive tanks and they animate with a charm and character matched only by the game’s on-point script. Sound design is where Deadpool really excels; while gunshots and sword slashes aren’t anything to write home about, the game is almost constantly narrated by Deadpool and his three competing personalities, voiced by the always-amazing Nolan North. Deadpool will quip, break the fourth wall, and comment on everything from the game’s design, his relationship with other characters (especially Mister Sinister, Wolverine, Rogue, and Cable), and, thanks to the work of former Deadpool writer Daniel Way, he is perhaps the most accurate recreation of the infamous anti-hero outside of the movies.

Enemies and Bosses:
Deadpool cuts his way through a whole mess of nameless, faceless goons in his quest to take out Mister Sinister; there’s the standard, everyday grunts who offer little in the way of resistance but then you’ll also have to contend with enemies who will buff their cohorts with shields or attack bonuses. However, things quickly ramp up once Deadpool starts battling Sinister’s clones. Cloned from some of Marvel’s most famous X-Men, Deadpool battles knock-off versions of Lady Deathstrike and Gambit while also having to content with the likes of Arclight, Blockbuster, and Vertigo. Each of these offers a different challenge that forces you to use different methods of attack: the Gambit clones, for example, rush at Deadpool and explode (all while constantly, hilarious, babbling “Mon amie!” over and over), meaning it’s better to take them out from a distance; the Deathstrikes and other sword-wielding enemies require you to mix up Deadpool’s light and heavy attacks to break their shielding, and the bigger enemies can only be put down by using Deadpool’s speed and more powerful attacks.

DeadpoolGameBosses
Deadpool‘s bosses can be tricky, if predictable.

Bosses are a slightly different breed; Vertigo will mess up your display and Blockbuster must be dodged, countered, and stunned before your attacks will do any damage. There’s no battles against massive Sentinels, unfortunately, and, quite often, a lot of Deadpool’s boss battles either boil down to a hit-and-run while taking out hordes of regular enemies, punishing endurance battles against waves of opponents, or a simple quick-time event.

DeadpoolGameSinister
Sinister doesn’t pose much of a threat.

Even the final battle against Mister Sinister isn’t all that thrilling; he simply attacks alongside copies (or clones) of himself and, as long as you keep your distance enough to keep your health regenerating and pick up the ammo strewn around the arena, it isn’t all that difficult. The endurance gauntlet that precedes it that sees wave upon wave of enemies relentlessly whittle your health down and then forces you to battle Arclight, Vertigo, and Blockbuster all at the same time is actually a lot harder than this final battle.

Power-Ups and Bonuses:
Deadpool comes equipped, by default, with his trademark double pistols and double swords; as you earn DP, you can purchase additional weaponry that can then be upgraded even further. This will allow your weapons to deal more damage, reward more DP, or make your enemies bleed so they die even faster. Some of the bigger enemies also drop massive laser cannons or grenade launchers that deal maximum damage but, as far as power-ups go, that’s about it. Deadpool will only get stronger and more powerful if you work to accumulate DP and spend it on upgrading his skills; once you have, though, you can unleash more of his special attacks and increase your odds in battle with more options. There are also occasions where Deadpool teams up with Cable, who will blast at enemies and help clear them out but, in terms of actual, acquirable power-ups that aid your gameplay, that’s about it.

Additional Features:
Deadpool is a single-player only experience; you’ve got the main story campaign, with three difficulty modes, a Challenge mode, and some character biographies and that’s about it. In the Challenges, you’ll be…challenged…with battling waves of enemies and graded on your performance; this, and replaying previous levels, is a great way to grind DP to upgrade your weapons and skills but it doesn’t really translate into actual, in-game rewards. There are no costumes, skins, or bonuses to unlock or earn here; it’s simply play, play some more, and work towards getting those Achievements. Speaking of which, there are obviously some Achievements to get in Deadpool; some are stupidly easy as the game literally just awards you two right off the bat but others are tied into more specific things, like interacting with NPCs, clearing sections in certain ways, repeatedly slapping Wolverine in the face, or surviving the sewer slide without injury. Some of the trickier ones will require a bit more of your time and patience but, if you just want to rack up a bunch of easy Achievements like I do, Deadpool has you covered.

DeadpoolGameSummary

The Summary:
There’s a lot to like in Deadpool; the action is fun and fast, the characters and writing are crude and amusing, and the gore and violence is a blast to take part in. However, the game does suffer from a jerky camera (you can lock it on to a target but I found that more difficult that it should be), some frustrating platforming sections, some bland environments, and some really annoying enemies. Perhaps the worst thing about Deadpool was the glitchy frame rate; I don’t know if it’s just my version and maybe my disc was a bit smudged or scratched but I constantly found the game would pause and stutter even when there were no enemies onscreen. This meant a lot of missed jumps, broken combos, and just a generally annoying experience, like I was fighting against the game most of the time. Overall, though, I think there’s enough here for fans of hack-and-slash, third-person action shooters and definitely enough for Deadpool fans. If you’ve never really had any exposure to Deadpool before than this game is a great introduction; once you learn to be patient with the game and enjoy its eccentricities, it’s a real blast to play through.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think about Deadpool? Did you play it when it first came out or were you like me and hunted down a copy later on? Did you have any issues with the game bugging out on you? Leave a comment below and let me know what you though, and your feedback on my new format for Game Corner.