Game Corner [Asterix Anniversary]: Asterix & Obelix XXL 3: The Crystal Menhir (Xbox Series X)


Asterix the Gaul (and his best friend Obelix) first debuted on 29 October 1959 as a serial in the French/Belgium magazine Pilote. Since then, the plucky Gauls have had many adventures in comic books, videogames, and feature-length productions. This year, I’m spending a few days celebrating this popular and enduring character.


Released: 21 November 2019
Developer: OSome Studio
Metacritic Scores: 59 / 5.1

Also Available For: PC, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

Quick Facts: 
Although his popular books translated to a videogame career spanning over thirty titles, Asterix’s PlayStation 2 debut, Astérix & Obélix XXL, a somewhat divisive 3D beat-‘em-up that was revamped in 2020. Despite that game being as lambasted as the 2005 sequel, the franchise continued with a third, equally questionable entry.

Gameplay and Power-Ups:
Unlike its predecessors, Asterix & Obelix XXL 3: The Crystal Menhir is a top down, somewhat isometric brawler rather than a third person beat-‘em-up. As ever, players control Asterix and/or Obelix (aided by Dogmatix) and visit some familiar locations across the ancient world, this time to rescue the mystic Avina Gandir and empower her magic Snæfellhelgajökull (the titular Crystal Menhir). The game allows for drop-in/drop-out two-player co-op and lacks a traditional life system, though the generous respawns and checkpoints are waved whenever you’re fighting through heavily fortified Roman camps. Players attack Romans with X, executing simple combos with successive presses, interact with the environment or talk to non-playable characters (NPCs) with A, and perform a “forward jump” with B. This replaces a traditional jump and sees the two half-heartedly roll/charge ahead to cross gaps, with Asterix travelling further than his rotund pal, and also acts as a dodge. This is a finicky system that unnecessarily grounds the two Gauls, forcing you to find alternative paths and ways to reach higher paths rather than just jumping like a normal person. You can switch characters with the Left Trigger and there are differences between the two beyond Obelix just being bigger and heavier. Asterix is small enough to squeeze through gaps, for example, and occasionally grabs torches to burn down ivy and such. Asterix also swigs magic potion with the Right Trigger (if you have some) to temporarily become faster and stronger (but not invincible). Obelix, meanwhile, can sic Dogmatic on enemies with RT and perform various environmental and elemental attacks with the Crystal Menhir.

The usual superhuman feats are joined by a magical menhir with elemental properties.

You do this by acquiring the Crystal Menhir and empowering it with shards, allowing you to open a menu with Y and hit either A, B, X, or Y to select a menhir power. Obelix can smash the menhir onto the ground or weak walls to uncover secrets, shortcuts, and goodies; or set Romans, torches, and branches alight; or freeze enemies into ice cubes; or reflect projectiles, attract enemies and collectible helmets, or move metal blocks and platforms. These abilities are primarily for puzzle solving, burning down ivy to reach levers, for example, or moving metal platforms so Asterix can reach higher ground. The game’s final chapters feature the most complex of these puzzles, with players needing to magnetically produce temporary platforms for Asterix to dash to while dodging hazards, meaning it’s probably better to play with a friend for these sections as it can be tricky switching back and forth when playing alone. Players also build an energy bar by pummelling enemies, allowing them to hold the Left Bumper and hit A, B, X, or Y to land a “special hit”. Sadly, there’s nothing to differentiate these between the characters except their aesthetics (Asterix uppercuts with his fist but Obelix uses the Crystal Menhir) so both will be uppercutting, spinning like a cyclone, charging ahead, or twirling Romans overhead before tossing them at enemies. As before, you must defeat Romans and smash a whole mess of crates to collect helmets. These are spent at various pop-up shops to increase your maximum health, energy, magic potion quota, and to acquire new combos and permanent buffs (though I found there was even less variety than usual). Players replenish health by beating up wild boar or finding roast boar or fruit baskets dotted about, boost their energy with lightning bolts, and can eventually fast travel to other countries using the map from the “View” button menu, which tracks your progress and unlockables.

Various environmental hazards and tricky puzzles test your mettle and may require a second player.

The Crystal Menhir has only superficial similarities to its predecessors, to the point where I question why it has the XXL title. Players explore a semi-open world, interacting with NPCs for primary and secondary missions (usually time trials or fighting challenges), and are often forced to fight waves of Romans to progress. This is nowhere near as aggravating as the previous games as you don’t fight nearly as many enemies, though combat doesn’t feel as versatile as the previous games. Players follow a largely linear path, travelling around each region until an NPC asks for help, which inevitably sees players storming a fortified Roman camp and receiving a score grade and plot-specific item upon completion. These can be difficult challenges as there are no checkpoints and few health power-ups. Romans can call for back-up and endlessly spawn from various tents, which must be destroyed. Usually, all nearby enemies must be bested to activate levers to lower gates, though players must smash through barricades, take higher and lower paths (avoiding falling into pits or water as both are fatal), use (or avoid) explosive barrels, and occasionally battle against a time limit. You must also protect Forfendrik and Razzledazzleus while they hide in vases, slide down frozen mountains in Thule, hop to waterspout platforms, and drain water from moats to help unsuspecting Roman NPCs in Rome. Icicle spikes, thorny vines, spikes floors and walls, and arrows are commonplace hazards, as are door mazes that have you going in circles looking for the right switch to lower a gate. When in Crete, you must sneak past the Romans stationed on the beach (easier said than done; I just froze them to cheese it in the end!) and then use your newly acquired magnetic shard to escape a labyrinth, dodging spinning barriers (which are often spiked) and flipping spiked panels. While the puzzles are simple and often repeated, I was left checking a guide here and there as it’s not always obvious what you must do, and many would be much easier if playing with a friend.

Presentation:
It’s kind of hilarious to me that The Crystal Menhir got a physical release at it’s a much smaller and far simpler game than its predecessors and is presented very much as a digital-only title with its angled, overhead perspective and simplistic cutscenes. Rather than utilising pre-rendered cutscenes, animatic sequences, or even the in-game models, The Crystal Menhir opts for portrait art and text bubbles when characters are talking, adding to the low-budget feel. The voices seem to be the same as the last game, with Asterix still sounding Welsh for some reason, and characters assume idle poses when left alone; Dogmatix even frantically runs about yapping. The plot isn’t anything that hasn’t been done in hundreds of Asterix videogames but is given some spice with the Crystal Menhir, which Julius Caesar sends his lieutenant, returning villain Marcus Ginantonicus, to acquire, only for Marcus to go mad with power after stealing it and seek to usurp Caesar. Players explore the iconic Gaulish village and surrounding forest, chatting with familiar characters like wise druid Getafix, though most NPCs appear to be brand-new. The new visual style really suits the game; the camera is no longer an issue as it’s locked in place and environments are much more colourful and detailed due to the new perspective. Sadly, the music isn’t much to shout about, and I did encounter some odd glitches. The game crashed during the final boss, for one thing, and there were often times when characters froze, doors prematurely closed, or I became separated from my partner, forcing a reload. There are some fun Easter Eggs and visual touches, though, like Romans running around with their asses on fire or turning into ice cubes, Romans drying their laundry in camp, chickens and birds wandering about, and the landscape being littered with ruins from the Roman conquest.

Despite a budget presentation and lack of bosses, the game at least looks (and mostly plays) great.

Players begin in the Gaulish village and wander through the forest to the nearby Roman camps Petibonum and Aquarium. Both will be very familiar to Asterix fans and set the standard for the Roman camp challenges to come, featuring towering log walls, barricades, guard towers, camps, and barracks for the soldiers. Though phalanxes are absent this time, Romans patrol in groups and instantly attack upon sight, being blasted out of their sandals or sent crashing into the dirt from your attacks. You must destroy tents to stop reinforcements spawning and can use binoculars to check for upcoming hazards and must create or move platforms to get about. Soon after, you head to the beach to meet travelling Phoenician merchant Ekonomikrisis, who agrees to ferry you about (in cutscenes) after you help him. This takes you to Thule, a frosty, snowy island full of caves, icicles, waterspouts that blast you about, and slippery ice slides. You must dodge snowballs, avoid the frigid wind when crossing bridges to avoid plummeting to your death, and watch for explosive barrels when storming the Reykjavum camp. The vaguely Egyptian-themed Tyre bookends its missions with Roman camps, with players having to fight through Esohandsum to enter the city and sack Adenufofum to release a giant chain and set sail. When in Tyre, you pass through a narrow, bustling market square, meet the local resistance, take the high ground when opposing the Roman construction site, and help the locals when they’re attacked. Crete largely restricts you to a sprawling, boobytrapped labyrinth where you use magnetic platforms and blocks to reach the elevator. Naturally, your journey ends in Rome, where you bash Romans in Caesar’s prized gardens and courtyard, drain water and burn ivy to reach new areas, and battle past ostentatious statues and other tributes to the nation’s egotistical dictator.

Enemies and Bosses:
Sadly, and somewhat ironically, The Crystal Menhir is the most disappointing of the XXL games I’ve played in terms of its enemy selection. While I decried the barrage of videogame-themed enemies in Astérix & Obélix XXL 2 (Étranges Libellules/OSome Studio, 2005/2018), The Crystal Menhir course corrects too far in the opposite direction and offers only a handful of somewhat boring enemies to wade through. You’ll face bog standard Legionnaires who attack in groups and wield pilums, get hit from afar by annoying archer Legionnaires and spear-throwers, and must target trumpeters to avoid reinforcements being spawned. Soon, these simple enemies are joined by shield-bearers, who must have their shields knocked away with an uppercut, and golden-clad, rotund Centurions who attack with swords. Finally, you battle tougher Legionnaires who carry shields and powerful maces, but that’s it. There are no Romans hiding in tree trunks, no flying enemies, no massive catapults or bizarre videogame homages, no gladiators, no Normans…just this handful of enemies. To make matters worse, there aren’t any true boss battles, either. Marcus Ginantonicus sets a few waves of enemies upon you, but that’s it until the finale, where Marcus steals the Crystal Menhir and attacks the Gauls’ village using a war machine. In this fight, you must ignore the endlessly spawning enemies and snag the Crystal Menhir from the machine’s claw with Obelix. You must then keep the menhir safe and attack the machine’s many claws when they come crashing down, which can be tricky due to the sheer number of enemies swarming the arena (though respawning health and power-ups are also present).

Additional Features:
There are thirty-one Achievements in Asterix & Obelix XXL 3: The Crystal Menhir, with players earning one every time they clear a chapter, another for beating each of the game’s difficulty modes (which are stackable), and another for purchasing one and then all upgrades. You’ll get Achievements for holding 5000 and then 10,000 Roman helmets, defeating 500 and 1500 enemies, and for landing a 200-hit combo. Burn, freeze, stun, throw, and uppercut a bunch of Romans for some more, have an archer hit a target for another, and get a gold medal on every Roman camp challenge for another. As you explore, you’ll find Roman dice and Golden Laurels scattered and hidden about. Finding them all earns you more Achievements, though there are no unlockables beyond being able to freely replay any area with all your upgrades and putting down real-world cash for some skins.

Final Thoughts:
Considering Asterix & Obelix XXL 3: The Crystal Menhir is, technically, a far less polished and complete game than its predecessors, you might be wondering with it’s getting a higher rating than the first two games. After all, there are no real bosses, the combat is quite simple and shallow, the cutscenes are disappointingly cheap, and you’re locked on a linear path rather than engaging in a sprawling, action-packed adventure. While it’s true I’m disappointed by the lack of enemy variety and boss battles, The Crystal Menhir was a very enjoyable game to look at and play. Many of the finicky, tedious aspects of the last two games are gone, replaced with some, arcade-style beat-‘em-up action and some challenging puzzles tied to the titular magic rock. I liked that Asterix and Obelix felt more distinct compared to the last two games (even if this was still lacking) and that I wasn’t forced to fight over a thousand enemies at once just to progress. It was bizarre not having a traditional jump, but I quite enjoyed trying to work out how to reach higher areas, even if it did get annoying. The environments weren’t doing anything new for an Asterix game, but I liked the NPCs and their optional missions and found the elemental abilities of the Crystal Menhir interesting (if underutilised). While the game can get quite challenging thanks to the Roman camps not having checkpoints and it’s annoying that you can’t swim, and some of the mechanics and technical aspects are dodgy at times, I largely enjoyed my time with this one. If you pick it up as a digital title in a sale, like I did, I’d say Asterix & Obelix XXL 3: The Crystal Menhir is well worth your time. While it’s flawed, I found it far less annoying than the last two games, so this is the one I’d be more likely to return to on higher difficulties.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you also find Asterix & Obelix XXL 3: The Crystal Menhir an improvement over the last two games or were you unimpressed by the new perspective? Did you like the Crystal Menhir and the new puzzle mechanics? Were you disappointed by the poor enemy variety and lack of bosses? Did you find all the dice and Golden Laurels? Which XXL game is your favourite and how are you celebrating Asterix this October? Share your thoughts on Asterix and his games below and support me on Ko-Fi to fund more Asterix content.

Game Corner [Asterix Anniversary]: Astérix & Obélix XXL 2 (Xbox Series X)


Asterix the Gaul (and his best friend Obelix) first debuted on 29 October 1959 as a serial in the French/Belgium magazine Pilote. Since then, the plucky Gauls have had many adventures in comic books, videogames, and feature-length productions. This year, I’m spending a few days celebrating this popular and enduring character.


Released: 29 November 2018
Originally Released: 30 September 2005
Developer: OSome Studio
Original Developer: Étranges Libellules
Metacritic Scores: 5.5 / 7.8

Also Available For: Nintendo DS, PC, PlayStation 2, PlayStation Portable/PSP (Original Version); Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S (Remaster)

Quick Facts: 
Having sold over 400 million books worldwide, Asterix his PlayStation 2 debut with Astérix & Obélix XXL, a somewhat divisive 3D beat-‘em-up that was revamped in 2020. Despite that game being equally lambasted, the 2005 sequel, which parodied many popular videogame franchises, also earned a remaster, though it remained a flawed and tiresome experience.

Gameplay and Power-Ups:
In a bid to finally to conquer Gaul, Julius Caesar builds the Las Vegum theme park to house the fearless warriors. When their druid Getafix apparently aids Caesar in kidnapping other druids, Asterix, Obelix, and Dogmatix travel to Las Vegum in Rome on a rescue mission, bashing videogame-themed Roman soldiers across six themed areas. Like its predecessor, Astérix & Obélix XXL 2 is a single-player 3D brawler that sees you attacking with a quick combo with X, jumping with A (pressing it again in mid-air for a double jump), grabbing stunned Romans with Y, and performing a dash attack to break shields with B. The Left Bumper sees Dogmatix bite enemies to disarm and stun them while the Right Bumper switches characters. You’re often prompted to switch mid combo to perform stronger attacks, earning yourself more collectibles or power-ups, and you can twirl Romans after grabbing them, swing them like a whip, and toss them at other enemies or targets. You can restore health by grabbing roast boar from boats, defeated enemies, or the many destructible crates, and temporarily extend it by collecting shields. Players must again smash a bunch of crates to collect Roman helmets, which unlock additional combos and techniques. These are much tricker to pull off than before, generally requiring you to reach or unlock new levels of “Fury Mode”. This builds as you dish out damage as sees your fists (and, later, enemies) burst into flames to deal additional damage. Lives still don’t exist, but the game is full of checkpoints and autosave points, though any defeated enemies and smashed crates and collectibles respawn if you drop down a pit or have your health drained.

The tedious combat returns alongside some simple, and tricky, puzzle and traversal gimmicks.

Like before, most of your time is spent bashing near endless waves of enemies, which is even more tedious as the combos aren’t as intuitive (simply grabbing and swinging Romans is usually enough to clear the hoards). Occasionally, magic potion spawns to temporarily empower Asterix, through Obelix gets no such power-up. Instead, he mainly bashes down metal doors or pulls Asterix along on wooden platforms. Obelix can jump into special cannons to blast across areas and utilise turrets to shoot enemies from the sky, but he’s generally much slower than Asterix and his basic combos aren’t any different. Asterix can no longer carry torches (you just hit torches to light them), which is a relief, and can slip through gaps too narrow for his rotund friend. Asterix also gets many automated zip-like-esque sections where you must press (or hold) X to swing his platform over or under obstacles. This would be fun, but you must fight to maintain Asterix’s balance to avoid being knocked off and starting over, which is a pain. Springs still blast you higher and you can perform your mid-air ground pound from high up to smash to lower areas. You’ll also roll giant, somewhat fragile bombs to blast through tetromino walls or push large blocks to reach new areas. Although the sliding sections are gone, you’re still often asked to defeat a certain number of enemies to lower barriers blocking doors or to access levers. While these enemy waves can number in the hundreds, they don’t occur as often as before but they’re no less tedious and some areas have you constantly defeating enemies in different rooms each time you pass through just to progress.

While some aspects are refined, the simple gameplay loop remains as uninspired as ever.

Astérix & Obélix XXL 2 ditches the chapter-based narrative for a more open-world feel, with players utilising a stone map to fast travel across Las Vegum. You must often hit levers or pressure pads to lower bridges or access new areas, hopping to floating barges, or dodging rolling barrels as you go. If you’re not bashing enemies, you’re searching for torches to light or flinging Romans at targets. Sometimes you hop into large, familiar pipes and tackle annoying platforming sections on rotating and moving platforms. Other times, you zip around as Asterix to hit a lever and extend a bridge so Obelix can destroy a door to access a pressure pad section. Dogmatix often scurries ahead and barks at points of interest, such as destructible areas or switches that activate springs, and you must pay a helmet toll to enter each section of Las Vegum. Roman Phalanxes now crowd narrow corridors blocking your objectives (though the magic potion makes short work of them), topple obelisks, and spawn stone links between platforms to smash onto broken tiles. You must hit switches to raise columns and transport bombs higher or lower, take stairs and elevators to reach levers, and defeat a wave of Romans in the coliseum before the area floods. This area also sees you gunning down waves of airborne Romans trying to raise torches for their grounded allies to light and includes a wooden reconstruction of the Gaulish village, which is partially destructible. While on Pirate Island, you must drain the water to toss enemies at targets and access the cannon, then refill the water and blast about 250 Romans from the sky, all to push a bomb to a wall and reach a pressure pad puzzle. It’s all very repetitive, with the same gimmicks and puzzles being thrown at you just with different bells and whistles and different combinations of enemies, though the game seems much shorter and easier than its predecessor.

Presentation:
Astérix & Obélix XXL 2 continues the strangely gritty aesthetic of the first game, awkwardly mashing the comic book’s colourful, cartoonish visuals with more realistic elements, but removes the ability to switch to the original graphics and oddly lumbers Asterix with a Welsh accent. Asterix and Obelix have some limited idle poses and make quips during the action, but most cutscenes focus on them interacting with the different druids, abusing Roman spy Sam Sheiffer, or show Caesar interacting with his Getafix lookalike, Larry Craft. When the cutscenes kick in, the game zooms out and applies a border, presenting the story with noticeably downgraded graphics rather than remastering the cutscenes to be in widescreen. Astérix & Obélix XXL 2 leans far heavier into the videogame genre this time around, including references to Space Invaders (Taito, 1978), Donkey Kong (Nintendo R&D1, 1981), Tetris (Mirrorsoft, 1988), and Pikmin (Nintendo EAD, 2001). You’ll see images of Rayman carved into blocks, Super Mario (Various, 1985 to present) pipes appear alongside distinctly Mortal Kombat-esque (Midway, 1992) banners, the bombs are modelled after Bomberman, and I spotted a homage to Lemmings (DMA Design, 1991). This trend extends to the enemies, too, with Larry Craft being an obvious allusion to a certain tomb raider, some Romans carrying shields shaped like Pac-Man, other dressed like Sonic the Hedgehog and running about swinging Golden Rings, martial artists dressing like and throwing fireballs and uppercuts like Ryu, and the most annoying aping Super Mario and shoving you back with water jets. These were kind of fun but quickly lost their allure and I found myself questioning why and even how the ancient Romans can ape these videogame icons. Asterix comics are often filled with fun puns and allusions like this, but I found it oddly distracting, as though it called attention to it being a videogame rather than delivering a more traditional Asterix experience.

As fun as the videogame homages are, the game doesn’t do much with them to boost the visuals.

Astérix & Obélix XXL 2 is set entirely within Las Vegum, a city-sized amusement park with six areas modelled after Caesar’s conquered lands. Amusingly, Asterix and Obelix travel to Rome during a cutscene transition rather than embarking on an adventure like in the last game. You begin in a recreation of Lutetia, traversing narrow streets and wider areas and fighting around and springing up a recreation of the Eiffel Tower. You pass through a subway between areas and by numerous homes and shops, none of which can be entered. This transitions nicely into Little Venetia, a recreation of Venice full of water and stone paths and also housing a homage to Mortal Kombat fittingly called “Fatalium”. Things got a touch more interesting once I visited LuckScore, an Egyptian themed area that sees you exploring a colourful interior searching for lights to shine on a central door, though things were disappointingly lowkey in World Championship Wrestling (WCW). This is essentially just the coliseum surrounded by traditional Roman architecture. The Fatalium theming would’ve been far more appropriate here, especially as you battle Larry Craft in a volcano-like lair and would’ve added a bit more visual spice to the repetitive sports field aesthetic and simple stone arenas. Pirate Island made up for this, featuring a lighthouse, a large cave, a mine cart section (though without any mine cats), and switch to a 2.5D perspective to dodge barrels like in Donkey Kong. This theme was somewhat lacking, though, especially as Redbeard and his crew are strangely missing. The action culminates in SeizeUs Palace, a casino-themed finale featuring a giant roulette table with multiple paths, opulent gardens, and towering structures leading to gimmicked challenges themed around the game’s repetitive tropes (pulleys, switches, enemy waves, etc).

Enemies and Bosses:
The Roman army is out in full force in Las Vegum, dropping from above, spawning out of nowhere, and attacking in nigh-endless waves. Generally, their attacks are easily telegraphed by onscreen indicators, though even the bog-standard Legionnaires can take quite a beating. These skinny little runts run around and poke at you with spears and generally act as cannon fodder to the larger “Optio” variants, whose shields must be shattered. These brutes mostly carry maces and axes, though their Centurion variants have large broadswords, the Egyptian variants wield large sickles, and the Pac-Man Roman carries a Pac-Man shield that can bite you. Although the pirate enemies are essentially the same as the regular Legionnaires except for carrying a cutlass, Romans also hover overheard using helicopter-like blades and drop time bombs and ghostly Romans will continually respawn unless you ground pound them when they’re down. The Rayman variants are similar, though they fire their disembodied fists like the Centurions toss blades. The Super Mario-esque Romans are strapped to a contraption resembling the Flash Liquidizer Ultra Dousing Device (F.L.U.D.D.) that fires a water stream. While this doesn’t do damage, it does annoyingly push you back and semi-stun locks you, which is extremely aggravating when platforming or fighting waves of enemies. The Ryu lookalikes are equally annoying as they launch Hadokens from afar and catch you with a Shoryuken combo if you’re slow on your button presses. The Sonic cosplayers are the fastest enemies but they’re more annoying than a threat while the phalanxes are now thankfully limited to narrow corridors, easily telegraphing their spear attacks and being demolished by the magic potion.

Sadly, the bosses continue to be lacking despite the ghost of some potential lurking in the background.

You must regularly clear areas of all enemies to progress, either by simply bashing them or defeating a set number or tossing some at targets. Enemy types are mixed up as you progress to make things trickier and they’ll also respawn if you die or return to previous areas. While the Machines of War from the last game are thankfully gone, I found myself wishing they’d return at least once as Astérix & Obélix XXL 2 substitutes one tedious, repetitive boss for another. All Las Vegum’s areas are guarded by the hulking Dethmach, a titanic, armoured gladiator fought over a bottomless pit and who is completely invulnerable to regular tracks. After completing a short platforming or traversal challenge to reach his area, you must run around on precarious block platforms, largely ignoring any enemies and dodging spikes and other hazards to lure Dethmach into stepping on or striking glowing floor tiles. Dethmach stomps about, leaps across the arena, swipes and hits the ground, charges like a bull, and tosses fireballs, which all defeat nearby enemies or knock you over the edge to restart the fight. Once he hits each glowing panel or you smack a lever at the right time, a weight drops on his head and stuns him. You must hit X as Asterix to yank the device on his back and then smack the iris that opens on his chest as Obelix. Do this three times and he’s defeated, but each fight gets a bit trickier thanks to spiked obstacles, gates blocking your path, and other hazards. These fights are less aggravating that the Machines of War, but it’s still disappointing that the bosses don’t have more variety. You do battle Larry Craft during the story, with him attacking with two blades and getting stuck on the ground and being accompanied by hundreds of disposable Romans, but he’s essentially just a tougher Roman. You face Julius Caesar in the anti-climactic finale, with him calling in 88 clones for a “Burly Man Brawl” reference and attacking with a sword, but these are as easy to defeat as the regular Legionnaire and the Dethmach that follows him was the easiest of them all for me.

Additional Features:
There are thirty Achievements to earn in Astérix & Obélix XXL 2. Three are earned from entering three of Las Vegum’s areas, three more are earned from rescuing the druids, and four more are earned simply from progressing through to a certain area and finishing the game. You’ll get another Achievement for earning a x6 combo multiplier, one for buying one and then all upgrades, another for buying all the figurines, and another for defeating 2500 Romans. Despite all the crazy videogame references, there’s only one Achievement tied to this (simply enter a Mario-like pipe and hit a lever after a short platforming section), which is a shame. There are three difficulty levels, though they don’t impact the Achievements, and you can switch Asterix and Obelix to their classic attire but are stuck with the remastered graphics this time. Various challenges can once again be tackled in each area, tasking you with defeating as many Romans as possible in a time limit for bonus rewards (and Achievements). Each area also hides envelopes and diamond helmets to collect and finding them all nets you additional Achievements. You can freely return to any area at any time and after beating the game to seek out anything you’ve missed, though I can’t say I’m particularly inspired to do this.

The Summary:
I was bitterly disappointed by the first Astérix & Obélix XXL, which was a tedious, repetitive, and frustrating experience that really did the brand a disservice. While many of its annoying elements were thankfully gone, Astérix & Obélix XXL 2 is still the same clunky, mediocre combat that forces you to pummel endless hoards of the same enemies, though these sections seem to be paced out better. The platforming is reduced to bouncing around on springs and navigating narrow corridors, for the most part, or simply hopping to platforms, which is less annoying but not exactly exciting. Zipping and swinging around on Asterix’s platforms was more frustrating than fun, Obelix remains severely underpowered, and the puzzles are almost insultingly easy. There’s slightly less to do this time around as Asterix cannot carry torches and the cannon sections were quite simplistic and dragged on. While I enjoyed seeing all the references to popular videogame franchises and characters, it was a bit overkill and sadly wasn’t translated to the game’s bosses. We don’t fight a Dethmach dressed up as Donkey Kong, for example, or get into a race against a Sonic-themed Roman or encounter any interesting bosses as the same strategies work against each of the brutes every time. The videogame homages also don’t extend to the environment, which stay nicely on brand but don’t deliver much in terms of visuals. Like in the last game, it feels like the developers are holding back from using the Asterix brand to its full potential. It’s undeniable that there have been a few improvements over the last game, but the last game are thankfully gone, I found myself wishing they’d return at least once as Astérix & Obélix XXL 2 I still a tedious and aggravating experience that can’t hope to life up to the mindless simplicity of the arcade-style titles or old-school action/platfomers.

My Rating:

Rating: 2 out of 5.

Could Be Better

Do you agree that Astérix & Obélix XXL 2 is slightly better than the last game? Did you like the tweaks made to the gameplay or did you find it as tedious as the last one? Which of the videogame homages was your favourite? Were you also disappointed that the bosses were still lacking? Did you ever complete all the combat challenges and find all the collectibles? Which XXL game is your favourite and how are you celebrating Asterix this month? Leave a comment about Asterix below, support me on Ko-Fi, and check out my other Asterix content.

Game Corner [Asterix Anniversary]: Astérix & Obélix XXL: Romastered (Xbox Series X)


Asterix the Gaul (and his best friend Obelix) first debuted on 29 October 1959 as a serial in the French/Belgium magazine Pilote. Since then, the plucky Gauls have had many adventures in comic books, videogames, and feature-length productions. This year, I’m spending a few days celebrating this popular and enduring character.


Released: 22 October 2020
Originally Released: 21 November 2003
Developer: OSome Studio
Original Developer: Étranges Libellules
Metacritic Scores: 53 / 5.4

Also Available For: Game Boy Advance, GameCube, PC, PlayStation 2, (Original Version); Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S (Romastered)

Quick Facts: 
With over 400 million books sold worldwide, it’s no wonder Asterix expanded into animation, movies, and videogames. In 2003, Infogrames backed a new Asterix videogame, initially titled Asterix & Obelix: Next Generation, a 3D beat-‘em-up that marked his PlayStation 2 debut. Astérix & Obélix XXL was generally praised for its gameplay but said to be visually uninspiring and tedious. Still, it spawned three sequels and was revamped for modern consoles with this Romastered version. Despite the improvements, Astérix & Obélix XXL continued to frustrate with its barebones gameplay and mediocre combat.

Gameplay and Power-Ups:
Astérix & Obélix XXL: Romastered is a reworked version of the original 3D brawler, offering visual tweaks and additional options. Surprisingly, considering the title and the nature of the game, Astérix & Obélix XXL: Romastered is a purely single-player experience, with one player primarily controlling the plucky Asterix and switching to the oafish Obelix either when prompted or automatically. Players visit six stages, recognisable to Asterix fans, each with six levels apiece save for the final stage, Rome, which is a two-level affair. After choosing the game’s difficulty and toggling various display and music options, players start in Gaul and immediately begin bashing Romans. Players attack and interact with former Roman spy Sam Shieffer by pressing X, jump with A (executing a double jump with a second press in mid-air), catch stunned Romans with Y, and perform a weak-ass dash with B. The Left Trigger has your partner throw an enemy while the Right Bumper orders Dogmatix to attack, disarming and stunning enemies. The Right Trigger switches between the original graphics and sound and the Romastered visuals, earning you an easy Achievement and allowing you to collect different sestertii coins when challenging one of the many stele time trials. Your health is measured by shields, which are refilled by smacking wild boar and collecting their meat or fully refilled, and extended up the six shields, by finding shields dotted about. Players also smash a shitload of wooden crates and collect even more Roman helmets, multiplying their load by grabbing Centurion helmets floating about. There are no lives in Astérix & Obélix XXL: Romastered and players must save by approaching or smacking sleepy druids, respawning either at the druid or at autosave points when they fail their mission.

Decimate nigh-endless swarms of enemies with a handful of mediocre attacks and cannons.

The core gameplay of Astérix & Obélix XXL: Romastered is combat. Enemies are relentless, nigh-endlessly swarming town squares or enclosed areas, with players forced to defeat up to 1500 Romans and other enemies at a time! Combat starts pretty fun, with Romans flying all over, and quickly becomes tedious as options are so limited. As you dish out beatings, a combo meter builds and, when full, you can press specific button combinations to thin out the hoards. These are purchased from a merchant and are frustratingly limited since you can only perform them when the meter’s full. All you really need is the Twister combos, which see both characters transform into devastating tornados, though you can also pound Romans and dig up menhirs. Very rarely, magic potion empowers Asterix, increasing his speed and strength and making him temporarily invincible. More often, you’ll hop into cannons, rapidly firing cannonballs with X as Obelix pushes you back and forth. Finally, glowing spots or automatic sections switch you to Obelix, who’s slower and bigger but also strong enough to smash metal crates and haul giant stones to clear passages or create bridges. Asterix, meanwhile, can carry and light torches, lighting fires and explosive barrels to clear passageways. Often, players must smack windmills to raise platforms or Obelix must pull Asterix along on elevated platforms, but I was disappointed that Obelix didn’t have more combat options, like a ground pound or menhir slam. Obelix can bounce about on special springs, while slingshots ricochet you across areas and players must hit switches to open doors, lower bridges, or earn a Golden Laurel. Combat quickly becomes repetitive and tiresome, particularly when swarmed or playing without Obelix and Dogmatix as support, with enemies having a long reach and often shielding against your ridiculously limited attacks. Gameplay is mixed up by a handful of sliding and boat riding sections, where players careen down steep slopes grabbing helmets and avoiding boulders or race across water grabbing yet more helmets and avoiding various obstacles.

It’s hard to tell what’s worse: the repetitive combat or the repetitive puzzles and tasks.

The rest of Astérix & Obélix XXL: Romastered is exploration and platforming, with players swimming, hopping to platforms, and searching for switches. Often, you cannot progress until you clear out all enemies or hit switches and you must activate giant springs with X to fly to other sections. Speaking of, stages go on way, way too long, throwing the same gimmicks and obstacles at you no matter where you’re fighting. Sure, some areas have more water than others, Egypt (and Rome) has a lot of insta-death lava, and spike pits become plentiful, but you’re still forced to fight endless swarms of enemies until it’s safe to light an explosive, hit a switch, or push blocks and towers. Occasionally, you step on pressure pads to open trap doors, which is a great way to take out multiple enemies. Other times, you scale towers, explore caves, or go solo to open a door or clear the way. Sometimes, you must use the cannons to take out patrolling phalanxes; other times, Sam tasks you with collecting helmets or (surprise, surprise) clearing out all enemies before he’ll open a door. I wish there was more to say about the gameplay but there really isn’t. All you do is smash crates, bash enemies, collect helmets, and perform the same simple tasks again and again. Sometimes, blasts of wind rush through tunnels and you must hide in alcoves until it (eventually) dies down and to preserve your torch. One time in Greece, you push logs to make platforms for Asterix; and you must frantically eliminate flying Romans in Helvetia to light four torches. You never play as other characters (not even Dogmatix for stealth sections), there’s no upgrades beyond the rubbish combos, and the best the game has to offer in terms of upping the challenge is more insta-death hazards and enemies. Luckily, you won’t have to clear out those hoards if you die afterwards, but my god does this game outstay it’s welcome quickly!

Presentation:
Astérix & Obélix XXL: Romastered has a very confused visual identity. The titular characters have been given a gritty makeover, ditching their cuddly, comic book aesthetic for a more pugilistic atmosphere, though their supporting characters and enemies oddly don’t reflect this. Both characters have basic idly poses but are strangely quiet in most cutscenes, only really chiming in when they rescue their fellow villagers. There are no pre-rendered cutscenes so you’ll be seeing the in-game models the entire time, though they do look pretty decent. It’s just a shame they don’t have many animations or attacks and, when you bust out a combo, that the game lags. The game performs pretty well, unless there’s loads of enemies and action on the screen, though I did experience moments of stuttering and where I had to reload because the game didn’t register that I’d defeated all enemies. The story is about as predictable as ever, with the two warriors searching for their kidnapped friends and travelling across most of the Roman Empire. However, Astérix & Obélix XXL: Romastered wastes a lot of its potential by omitting notable characters from these locations, like Cleopatra, Gluteus Maximus, and Justforkix (though Redbeard the Pirate does appear). This extends to the enemies, with you fighting the same Romans over and over; the game doesn’t even include the “Roman in a tree” trope and instances where you fight anyone other than Romans are lacking. Astérix & Obélix XXL: Romastered also opts for a rock-based soundtrack that feels very out of place. The music is often a bit dodgy as well, cutting off and going silent midway through the action or abruptly ending or kicking in for no reason. It’s neat that you can switch between the old and new visuals, with the original graphics obviously being far blander and more basic compared to the modern makeover, though it’s not as if the new paint job makes things any livelier.

The visual upgrade is appreciated but doesn’t improve the tedious gameplay or barebones story.

Astérix & Obélix XXL: Romastered plays things very safe with its locations, having you fight in the forests and through the Gaulish village before visiting the snowy mountains of Normandy, the picturesque cliffsides of Greece, the night-time countryside of Helvetia, the arid deserts of Egypt, and finally the grandiose Colosseum in Rome. I liked seeing the Gaul’s village recreated in 3D, even if it is in flames, and it’s fun spotting recognisable locations like Cacofonix’s treehouse and Unhygienix’s fishmongers, and fighting Romans by the beach. It’s a shame you don’t get to properly storm a Roman garrison, but there are plenty of encampments stationed across their empire. I enjoyed the snowy wastes of Normandy, but this location is largely squandered as you’re mostly fighting up a mountain and your exploration of the frigid, Norse caves is limited to claustrophobic, windswept environments. Civilisation comes to the forefront in Greece, where you fight through Roman baths and bash gladiators, while Helvetia is tackled mostly at night and sees you springing and jumping up a cliffside. This area emphasises elevator platforms, which often crop up, where you must defeat all enemies to reach higher areas. I had high hopes for Egypt but, rather than exploring dark and ominous pyramids and crypts, you’re mostly stuck in the wastelands or fighting through the bustling market and city squares. There’s a lot of lava, boulders, and towering statues here and a pyramid does crop up, but it’s weird that there’s no labyrinthine switch puzzle or anything like that. Rome is the smallest area, restricting you to the ornate city outskirts and then forcing you to fight a gauntlet in the Colosseum, which I suppose makes sense but it’s still a bit disappointing that you don’t explore more of the city. It’s cool fighting before Julius Caesar and hopping on his throne, but there’s little to note here since you’re forced to focus on decimating the thousands of enemies who come at you in waves.

Enemies and Bosses:
Unsurprisingly, many Roman soldiers appear in Astérix & Obélix XXL: Romastered. The standard Legionnaires carry spears and shields and are easily defeated, eventually donning leaves to pop up from long grass. Taller Legionnaires appear in Greece and sport larger weapons, extremely annoying “pushers” swing gladiator sticks to send you flying, some fly on jetpacks to douse your fires, others fire arrows, and you encounter many instances of multiple Roman formations. These phalanxes wander about erratically, thrusting their spears from the sides or up top, but can be decimated with cannons. A larger “Optio” Legionnaire really got on my nerves since they often appear in fours and attack when you have no support on hand, charging a combo swing that seems to always hit. This is mirrored by the gold-clad Centurions, who come in two forms (though there’s sadly no Voluptuous Arteriosclerosus variant like other Asterix videogames) and can guard against your attacks and drop health-restoring meat. You also bash apart the Romans’ rock-tossing catapults and bash numerous Roman lions and their muscular tamers, and encounter some non-Roman enemies. Namely, cutlass-wielding pirates, their long-suffering captain, and two brutish Normans: a standard barbarian warrior and a more formidable chief. Fighting them is the same as fighting Optios and Centurions, except they swing spiked clubs and have no smaller cannon fodder to ease the battle. Honestly, I was disappointed by the enemy selection as the game sported fewer enemy variants than earlier, 16-bit and even 8-bit Asterix titles, and none of Asterix’s former rivals or enemies reappear here.

When you’re not bashing swarms of enemies, you’re facing the same war machines again and again.

This means that, rather than contending with the magic and hypnotic powers of Prolix the Soothsayer, tackling Redbeard’s crew, or pitting Obelix against Gluteus Maximus, you’re left to fight Roman war machines as boss battles. The smaller one is a towering structure with two concrete block arms that it swings and crash to the ground to create shockwaves. When you first fight this towering war machine, it’s in an open area with lots of room to manoeuvre and magic potion on hand, but you’re restricted to a smaller space in Egypt. Regardless, it’s best to use hit and run tactics, dashing in to smack the cogs holding the arms and escaping before you take a hit or are flung away, repeating until both arms are destroyed and the machine is left vulnerable. While most areas pit you against dozens, hundreds, or thousands of Romans, you must defeat numerous spiked bulldozer-like “Machines of War” to rescue your fellow villagers. At first, Asterix must get up high and leap to a big red switch on the machine’s top, extending the grinder-like appendages so Obelix can carefully hop between them and destroy their screws. This is easier said than done as the machine spits explosive bombs, its spikes have a deceptive hit box, and it can even electrify itself, to say nothing of how rotund Obelix is. In the second fight, you must step on three pressure plates to raise its central column, then race to the high ground to fire cannons at this target to attack the appendages as before. The same strategy works in the third encounter, only there are lava pits, levers to hit, and Romans to worry about (just ignore them, though, as the machine dispatches them). Finally, Caesar controls two Machines of War at once in Rome, with lava streams breaking up the ground. This time, you must drag Asterix to the high ground, extend a bridge, and hop to the red button, which is extremely difficult with so many projectiles and the janky camera. Luckily, you only have to destroy two appendages this time, so just focus on one machine at a time.

Additional Features:
There are twenty-eight Achievements in Astérix & Obélix XXL: Romastered, with six being awarded every time you beat a stage, and an extra one earned every time you clear the game on a different difficulty. There are three to choose from at the start, with a fourth “Extreme” difficulty unlocked after you beat “Hard” mode, though these Achievements stack so maybe tackle the game on at least “Normal” to save time. Each level has up to eight Golden laurels to find for another Achievement, you’ll get another for unlocking every combo, another for getting six health shields, and two more for defeating 5000 enemies and collecting 99999. Find and defeat Redbeard in each location and you get another Achievement, bounce yourself around twenty times in thirty seconds for another, and clear all timed challenges for more. By clearing areas and progressing through the story, you’ll activate steles that task you with switching between the old and new visuals to collect coins or racing to the finish against a time limit. You can replay any level from the main map to seek out any challenges or collectibles you’ve missed. You also unlock some fun skins if you find all the Golden Laurels in each location and can purchase amusing pictures from the Great Map screen. Astérix & Obélix XXL: Romastered offers a bunch of options, like toggling between the new and old visuals and soundtrack and sound effects, enabling autosave when near a druid, activating a speedrunner time, and revamped animations. Sadly, however, there’s no two-player options or boss rush or anything to collect other than endless helmets and the Golden Laurels, which stunts replayability a bit since stages are such a chore to play through!

Final Thoughts:
I had high hopes for Astérix & Obélix XXL: Romastered. I’d seen the games floating around the Xbox Store for a while and been tempted by them since I’m a big fan of the franchise and 3D brawlers, but man was this a let-down. The game starts pretty strong, with an interesting visual makeover for the two heroes and recreating their iconic image in 3D, but it quickly outstays its welcome after just the first stage. It makes sense to focus an Asterix game on combat, but fights are so dull and repetitive here. Even if you purchase all the combos, pulling them off is really weird and barely worth the effort beyond decimating foes with the Twister combos. It’s baffling how little you utilise the magic potion, how underwhelming Obelix is, and how restrictive and tedious fights are due to the janky camera and a lack of attacks. Platforming is equally aggravating, with you constantly performing the same tasks no matter what, with only some slides and boat sections to break up the action. Getting Asterix onto platforms for Obelix to pull was annoying half the time, I got sick of searching for switches, pulling rocks is never interesting no matter how big they are, and it was incredibly frustrating to reach an area and be boxed in and forced to fight up to thousands of enemies. To make matters worse, all you do between these tasks is smash crates and collect Roman helmets, which gets old quickly. There’s little point in exploring unless you’re searching for Golden Laurels and Redbeard, Dogmatix is unreliable as a support attack, and the bosses were a major let-down. I’m truly baffled that, with all the Asterix stories told and all the characters available, the developers recycled the same enemies over and over and used the same Machines of War with little variation. While the Romastered do-over improves the visuals and the game pops at times, every area is a slog to get through and a waste of the license, reducing the Asterix brand to a beat-‘em-up platformer so mindless and repetitive it makes the arcade game looks like a sprawling epic!

My Rating:

Rating: 1 out of 5.

Terrible

Did you enjoy Astérix & Obélix XXL: Romastered and, if so…why? Were you impressed by this visual revamp or did you prefer the original? Were you also disappointed by the lacklustre combat and repetitive gameplay? Do you agree that areas went on for way too long and that the bosses were a disappointment? Did you ever find all the Golden Laurels and beat the new time trials? Which of the XXL games was your favourite and how are you celebrating Asterix this month? Whatever your thoughts on Asterix, feel free to leave a comment below, support me on Ko-Fi, and and check out my other Asterix content.

Game Corner: RetroRealms: Ash vs. Evil Dead & Halloween

Released: 13 September 2024
Developer: Wayforward
Metacritic Scores: 78 / 6.5; 78 / 6.4

Also Available For: Nintendo Switch, Nintendo Switch 2, PlayStation 4, PlayStation 5, Steam, Xbox One, Xbox Series S

Quick Facts:
Despite being one of the most influential horror films of all time, John Carpenter’s Halloween (1978) has seen surprisingly little representation in videogames. Conversely, Sam Raimi’s controversial Evil Dead films (1981 to present) spawned ten videogames before the acclaimed television series merged with the Halloween franchise in this throwback release. Produced in tandem and designed to pay homage to both franchises and seemingly as a platform to showcase future works, both games were bolstered by additional downloadable content (DLC) and largely impressed.

Gameplay and Power-Ups:
RetroRealms is a throwback to the classic 8- and 16-bit era, bringing two of horror’s unlikeliest franchises together for the first time. It’s certainly an odd fit, placing elements from the Evil Dead franchise into the largely grounded Halloween series rather than, say, Friday the 13th (Various, 1980 to present), but it works surprisingly well. It probably helps that both franchises are technically separated, with the collection presenting them as two cabinets in a long-abandoned arcade, though they share enemies, playable characters, and controls. No matter which game you play, you can pick between two characters (Michael Myers/The Shape and Ashley “Ash” Williams), with two more available via DLC. Non-intrusive in-game tutorials and signposts explain the mechanics and controls, which you can review from the pause menu. Every character shares the same controls, though they have different attributes and abilities to help them stand out. So, while every character attacks with X, charges a strong attack by holding X, and jumps with A, their charged move differs. Ash, for example, unloads with his “boomstick” while Myers performs a dashing stab with his trademark kitchen knife. Characters automatically clamber over ledges and can hop down by pressing down and A on certain flooring, and all progress upwards with a wall jump. You can attack upwards and in mid-air, even bouncing off them similar to the 8-bit classic DuckTales (Capcom, 1989). As you dispatch enemies, you’ll grab collectibles for cash. After clearing a World, you visit the shop to purchase upgrades and additional moves, allowing you to boost your maximum health, add combos to your attacks, and unlock fancier attacks. This adds a spinning slash to Ash’s arsenal to send heads rolling, sees him crash down on enemies with his robotic hand by pressing the Left Bumper in mid-air, and flinging his chainsaw arm upwards to extend his jump.

Hack-and-slash your way through two realms teeming with demons and Deadites alike!

Similarly, Myers unlocks a standing spin to decapitate enemies, slams on them from above with LB, or performs an upwards slash with the Right Bumper to reach higher ground escape bottomless pits. Pressing down and A when stationary performs a dash to fit in narrow vents, with characters becoming temporarily invincible as a bonus. Players also press B to enter the “Shadow Realm”, a Hellish dimension where Deadites roam, lava burns, and monstrous boils cover every surface. This lasts as long as your meter, which automatically refills, and you must switch between the two realms to reach hidden areas or progress further as some walls and platforms are intangible in different realms. You must be careful, though, as shifting realms can place you inside walls, which sets you back and costs you some health. Defeated enemies may drop partial or full refills for your health or meter and you’re granted unlimited lives, but only a single checkpoint per stage as each stage is split into two levels. You’ll also come across non-playable characters who gift you a sub-weapon, thrown with Y (though you can only hold one at a time). Ash attacks with his chainsaw and shotgun, gaining extra weapons by smashing coloured crates. These see him hurl the Kandarian dagger, toss a flaming lantern to set enemies and vicious roots alight, fire a nail gun to stun enemies, or chuck an axe. Killing innocent bystanders grants Myers similar sub-weapons, with him tossing a pitchfork or a hammer, though he also utilises a boomerang-like sickle and bolas. Each sub-weapon costs a different amount of ammo to use, which you find in crates or by slaughtering enemies, and the axe and hammer even bounce to hit multiple enemies. Both games include propane tanks to hit to take out groups of enemies and weighted pallets to release, which crush those beneath, and fire hydrants to blast enemies with a water jet. Some enemy attacks, particularly exploding gas canisters, also kill enemies and you instantly explode them into a shower of gore if you realm shift where they’re standing.

Use wind currents, avoid spikes and flaming oil, and move between realms to progress in both games.

While you mostly slaughter Deadites and escaped mental patients (and random bystanders as Myers), you’ll switch between realms more as each game progresses. This largely comes to an apex in the final World, where players wander the Deadite dimension, with previous stages mostly offering some tricky platforming challenges. Both Ash and Myers must jump to moving and temporary platforms, with some exploding beneath you and others carrying you across spike pits or bottomless drops. Vertical and horizontal wind currents push you to higher ground or carry you across larger gaps, though they also hinder you if you push against them. You’ll crash through windows, cutting through trailer homes and dilapidated cabins, leap to rickety towers, floodlights, and construction towers to progress, and uncover hidden paths by realm shifting to snag hidden goodies. Ash fights through an S-Mart Value Store, Myers clears out his family home, and both dodge and jump to falling chandeliers. Ash fights through the haunted forest, avoiding acidic water and being set upon by redneck zombies, while Myers cuts through Haddonfield, crossing huge bottomless pits caused by roadworks. Toxic gunk, acidic water, and fireballs are regular hazards but seem more prominent in Ash vs. Evil Dead, where fireballs often mess up your jumps. While rampaging through Phelps Garage, Myers slips about on oily ground that bursts into flames when enemies toss petrol canisters from the background, hazards that dog Ash as he fights through Elks Grove. Players also jump to conveyor belts, either being carried along by them, gingerly wall jumping or being carried up vertical belts, or even using them as moving platforms. Crushing hazards spell instant death in the Overlord’s castle, and you’ll be dodging spike pits and spiked walls, either by using platforms or riding wind currents, gnashing your teeth when your jumps are a single pixel off and drop you down a pit.

Presentation:
RetroRealms offers a fun, if somewhat sparse, hub world that expands as you clear Worlds. It’s a fun little 3D background to the retro stylings of both games. Neither game includes voice acting beyond anguished screams or monstrous roars, so dialogue is conveyed entirely through text. The story changes depending on who you play as, with Myers being comically silent and Ash providing snappy retorts. Ash vs. Evil Dead mostly pulls from the show’s first season, with him battling through Mossy Haven Trailer Park and even encountering Vivian Johnson, tangling with Eligos in Books from Beyond, and returning to the haunted cabin to confront Ruby Knowby, all while hacking and slashing through hordes of Deadites. Likewise, Halloween is a purely sprite-based, arcade-style adventure, featuring a chip tune rendition of the iconic theme tune and minor idle poses for the Shape, where he yanks down his mask, breathes deeply, and cocks his head inquisitively. While Myers has a larger hit box than Ash and is noticeably slower and clunkier, it’s to be expected of the Shape, who lumbers about slaughtering orderlies and Deadites alike. Blood splatters, heads roll, and bodies litter the backgrounds, with many enemies respawning once you move slightly off camera to either hinder you by sapping your health and knocking you down pits or help you by allowing you to “farm” resources. The realm gimmick is fun, essentially giving every World two skins, with the Nightmare Realm being a dimension of pure suffering and chaos. While you only spend a brief time here, it’s enough to see gaping maws, pillars of viscera and blood, rivers of lava, and hordes of Deadites lurking in the background. The Deadites are much stronger and more aggressive here, with the standard enemies constantly resurrecting, and it can be tricky discerning where you can go since everything’s so twisted and awful. It’s impressive, however, especially in the Overlord’s challenging castle. While the games run smoothly for the most part, I did experience some odd moments where the music cut out and an annoying glitch where Ruby stopped summoning demons, so I had to reset the game.

Pick your game and enter a bloody, action-packed throwback to the games of yesteryear.

After crashing through trailer park homes in Mossy Haven, splattering blood over the gaudy garden furniture and flamingo ornaments, Ash returns to the creepy woods, with the bridge, crooked trees, and even skewered bodies visible in the raging background. While his time in the iconic cabin is brief, all the weird, haunted furnishings appear and Ash’s severed hand crawls in the foreground. Deadites also tear apart military personnel and vehicles on the streets of Elks Grove. Players venture into the rusted, dilapidated Sunny Meadows Asylum, where scrawled renditions of the Necronomicon line the walls, before fighting through the wrecked laundry room and fending off vicious little Mini Ash’s. Similarly, Halloween begins in Smith’s Grove Sanatorium and sees Michael hack through guards and inmates as patients flee across the rainswept fields. Myers then rampages through a garage and junkyard before terrorising Haddonfield. A storm rages in most backgrounds, trick-or-treaters can be seen in the streets, and you’ll cut down the trespassers in Michael’s childhood home. Myers then ventures into a creepy cemetery and crematorium, passing crypts and catacombs, and wades through disgusting sewers and dilapidated tunnels. It perfectly captures the visual aesthetic of the original movie, right down to including sprite recreations of Michael’s first kill and his sister’s tombstone. When each character reaches the Overload’s castle, they’re greeted by a desolate, gothic, Hellish landscape and battle through a fully stocked dungeon, including Iron Maidens, chains, and propane tanks to clear out Deadite hordes. Huge, ominous structures, hooked chains, and gruesome bloody imagery are everywhere in this hellscape, which includes basically every previous hazard and stage gimmick. This means you’ll ride conveyor belts past crushing hazards, wall jump between and precariously hop to those same hazards, and dodge flames, acid water, and fireballs galore to reach the Overlord’s throne room.

Enemies and Bosses:
Ash’s primary enemy are those possessed by the Necronomicon, meaning he must cut down zombified trailer park trash, civilians, and lumberjacks. Most just wander about, but the ghoulish females and other variants spit phlegm and some of the possessed Value Store employees take a couple of hits to put down. Others, like the red-clothed employees and mad scientists carrying Ash puppets, explode after you deal damage, flinging you across the screen if you’re close. Ravenous little Mini Ash’s and killer dolls cling to you, stunting your jump and keeping you from attacking unless you shake them off. Michael Myers, meanwhile, cuts down guards, crazed inmates, construction workers, cops, and groundskeepers. While the inmates simply run around, security guards and other enemies toss projectiles that leave a flaming hazard on the ground, which can be aggravating. Mechanics and vagrants burst from doors and the background to charge you (which I found surprisingly difficult), gravediggers shovel up dirt, and injured bystanders crawl along the ground to whittle down your health. Naturally, players must also tangle with a host of monstrous Deadites, with projectile-firing eyeballs being a constant headache, respawing flying eyeballs screwing up your jumps, and zombie-like Deadite grunts springing to life after being put down. While the more troublesome Deadite variants are limited to the Nightmare Realm for most of the game, they do seep into the main game as you progress, with vicious spider-like Deadites charging across the ground, weird little cherubs screwing up your controls, bulbous mounds of fatty flesh sending you flying, and these weird phallic monsters spitting acid. You must also avoid flaming hazards, spike pits and walls, fireballs, acidic water, and bottomless pits, which become doubly troubling when platforms explode beneath you…or you forget to keep an eye on your meter.

Ash must put some of his old enemies back into the dirt to reach the monstrous Overlord.

At the end of each World, Ash battles a demonic entity conjured by the malicious Deadite Overlord. First, Ash’s neighbour Vivian is transformed into a gangly grotesque that scuttles about, leaving herself wide open to your pogo attack, before tricking you by hiding behind hanging sheets. When back in the cabin, players battle not Ruby Knowby, but the swarms of ghoulish Deadites she summons into the basement. Clear out each wave to damage her, taking advantage of the restorative cocktails when they appear, if necessary. After battling through Elks Grove, Ash faces a rematch against Eligos, a terrifying little demon who constantly teleports about the bookstore and tosses energy orbs. After a few hits, it returns to the store’s inner sanctum, speeding up and keeping you on your toes with spiralling lightning bolts. In the asylum, players face Evil Ash, an exact duplicate of Ash who uses the same moves and sub-weapons alongside a ground pound that can be tough to avoid. Though Evil Ash stops to laugh at you, he’s fast and hits hard, so it can be tricky to put him down. Similarly, the surprise battle against Ash’s possessed 973 Oldsmobile Delta 88 Royale can be challenging as there’s no checkpoint before it and it takes up a lot of screen space. The axe is essential here, as is your dodge roll, and memorising the pattern of the tyres it fires. The Overlord forces you to battle the gigantic demon Kandar, who fills the background, spews fire, and slams the ground with its massive fists, causing flaming debris to fall. You must toss axes or use Ash’s chainsaw uppercut to hit the demon’s giant face, taking care to avoid as much damage as possible as the Overlord interrupts halfway through to finish the job! This sees you hopping to moving platforms over a giant pit, slashing and striking the grotesque eyeballs on the Overlord’s Kaiju-sized body and avoiding the orbs he fires, which can be tricky if you miss-time your jumps or enter the fight with low health.

Myers battles some familiar, if demonic faces, before cutting through the Overlord.

The Overlord also conjures a few fitting challenges for the maniacal Michael Myers. First, he pits Myers against the hulking Mister F, a deranged mental patient who stamps around outside the asylum, headbutting you, stomping the pavement tiles in a shockwave, and calling in the crazies to rush the screen. It’s best to keep your distance with your sub-weapons, then dash in with Myers’ charge attack, as Mister F has a large hit box. Next, the Overlord furnishes Phelps Junior with a demonic vehicle that switches between firing spikes, drilling into the ground to lure you in, rolling along with a giant wheel, and producing a shockwave with a huge weight. Regardless of the configuration, the charged jumping strike is your best bet as the vehicle can only be damaged by hitting the main cab. World 3 offers a battle against Michael’s archenemies, Doctor Samuel Loomis and Laurie Strode, with both throwing Molotov cocktails and a spread of knitting needles, respectively. While it can be tough avoiding these as Myers is so big, it’s best to focus on one enemy at a time, launching your projectile to stun or attack the other when you can. After fighting through World 4’s cemetery, Myers is finally reunited with his sister, Judith, now a gigantic, monstrous Deadite banshee who’s a fun homage to Mega Man 2 (Capcom, 1988). Accordingly, you hop to platforms as she chases you, avoiding dropping down the pit and her flame pillars, then use platforms to toss projectiles and slash at the ghoul, switching to different platforms when she sets them alight and avoiding her large flame attack. Before you battle the Overlord, he forces Myers to face a shadowy reflection of himself. Shadow Myers teleports, slashes, tosses pitchforks, and proves a troublesome foe, doubly so as you’re left to face the Overlord with whatever health you have left and must fight Shadow Myers again if you die. However, if you simply stand still, Shadow Myers will explode, making the Overlord much easier. The demonic entity floats about raining fireballs, conjuring pillars of energy, swirling fireballs about the screen, and disappearing into the darkness, but your Darkness Rising and hammer sub-weapon will make short work of him.

Additional Features:
There are fourteen Achievements in the base game for RetroRealms, twenty-three in both Ash vs. Evil Dead and Halloween, and a further seven in each game’s DLC, for a total of seventy-four Achievements! You’ll get Achievements for simply loading the game, trying to exit the arcade, viewing the credits, watching the developer videos, buying a souvenir, or viewing a diorama. Achievements pop when you clear each World, use each character’s charge attack 100 times, using each sub-weapon in different ways, pogo off enemies, and kill a certain number of enemies, or visit the Nightmare Realm 300 times. Additional Achievements pop if you finish a stage without your weapons in any way, quickly defeating bosses or Worlds, and for finding every collectible. Each World has three pages of the Necronomicon or three jack-o’-lanterns to find that are tallied for this Achievement, though you’ll also find tickets to purchase souvenirs in the hub world. You can compare your times and scores against others using the online leaderboards (though there’s no online play here) and get some fun collector’s cards and all the DLC if you buy the physical version, which adds Laurie and Kelly Maxwell as playable characters. Each has similar Achievements tied to them (use sub-weapons, clear Worlds, be active for 300 minutes, etc), alters the dialogue and the story (Laurie’s trying to rescue Tommy Doyle from the Overlord, for example), and has different attributes and sub-weapons. Kelly attacks with a meat cleaver, giving her a shorter reach than Ash, but makes up for it with a machine gun as her charged move, which can be fired in multiple directions, and using a rocket launcher in place of an uppercut. Laurie attacks with knitting needles, firing them in a spread as her charged attack, has a handy double jump and a ground dash, and is smaller, faster, but weaker than Myers. Both have similar sub-weapons to each other and compared to the main game, though they have unique items that let them slow down enemies for a short time and Kelly gets a flaming shield to protect her.

Final Thoughts:
I was excited for RetroRealms when I first heard of it as I’m a sucker for retro throwback titles, especially hack-and-slash games, and a big fan of both franchises. While it is really weird seeing these two worlds collide, I got over it pretty quickly and found it amusing seeing Michael Myers basically ignore everything the Overlord says and go on a rampage! It was super fun revisiting locations from Ash vs. Evil Dead but, as I haven’t watched the show for a while, it was World 2 that stuck with me the most as you return to the infamous forest and enter the iconic haunted cabin, a location sadly underutilised here. The star of the show, for me, was Halloween, since the franchise has far less videogame adaptations compared to Evil Dead. Halloween does a fantastic job of adapting the first film into this surreal narrative, recreating key locations and even splicing in elements from other films, such as a mechanic resembling “Big Joe” Grizzly from the 2007 remake (though there’s sadly no reality TV stars in the Myers house). While platforming can be clunky and challenging due to Myers’ size, it was extremely satisfying hacking heads off and slicing through innocents and Deadites alike. The bosses were very fun, particularly the battle against Dr. Loomis and Laurie and Shadow Myers, being just the right level of challenge. While it’s frustrating taking damage, being knocked down a pit, or trapping yourself in a wall, it’s all very much in the spirit of old school games like the Castlevania (Konami/Various, 1986 to present), Mega Man (Capcom/Various, 1987 to present), and Metroid (Various, 1986 to present) videogames. I really enjoyed the realm-shifting gimmick, to the point where I kind of wish the games included a hard or alternative mode where you primarily play in the Nightmare Realm, and the gruesome imagery and bloody effects. The sprite work and environments are all fantastically well realised, especially in Halloween, and the gameplay was tight and responsive, with the games providing just enough challenge to keep you going without being too frustrating. I’d love to see more franchises added to the RetroRealms arcade but, as is, these were really fun, bite-sized offerings that brought a smile to my face.

My Rating:

Rating: 4 out of 5.

Great Stuff

Which of the two games included in the RetroRealms arcade was your favourite? Were you surprised to see these two franchises mashed together like this? Did you enjoy cutting Deadites up as Ash? Did you also struggle to fight his Oldsmobile? What did you think to the sprite reaction of Halloween? Did you enjoy the fight against Dr. Loomis and Laurie? Did you ever find all the collectibles and purchase every souvenir? Which horror franchise would you like to see remade in this way? What horror-theme videogames are you playing this Halloween? Whatever your thoughts on these games, drop a comment below, check out my other horror content, and donate to my Ko-Fi to suggest more Evil Dead and Halloween reviews.

Mini Game Corner [Sonic Month]: Sonic X Shadow Generations (Xbox Series X)


Sonic the Hedgehog was first introduced to gamers worldwide on June 23 1991 and, since then, has become not only SEGA’s most enduring and popular character but also a beloved videogame icon. Thus, in keeping with tradition, I’m dedicating some time to celebrate SEGA’s supersonic mascot.


Released: 25 October 2024
Originally Released: 1 November 2011
Developer: Sonic Team
Metacritic Scores: 80 / 8.9

Also Available For: Nintendo Switch, Nintendo Switch 2, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S (Shadow Generations); PlayStation 3, Nintendo 3DS, PC, Xbox 369, Xbox One (Original Version)

Quick Facts:
SEGA celebrated Sonic’s 20th anniversary with Sonic Generations (Sonic Team, 2011), a largely praised love letter for long-time fans. The game remained a strong seller for SEGA but got a new lease of life as part of the 2024 “Year of Shadow” to coincide with Shadow the Hedgehog’s big-screen debut. Bundled alongside a new remaster of Sonic Generations, Shadow Generations featured an open-world, additional powers for the brooding anti-hero, Shadow-specific levels, and downloadable content (DLC).

The Review:
Since I’ve already reviewed Sonic Generations, I was tempted to gloss over treading the same ground again, however I think there are a few additions to the original game that are worth mentioning. We get a new title screen and some updated visuals for the original game, with Sonic X Shadow Generations offering a bunch of new options and even removing the lives system so you can play through levels (or “Acts”) and Challenges as often as you like. You’ll still die if you’re hit without Golden Rings or fall down a pit, and your ranking will decrease, but at least you don’t have to grind for Rings and lives. As before, Sonic Generations sees you blasting through nine reimagined areas (or “Zones”) from Sonic’s past as the “Classic” pudgy Sonic and the sleek “Modern” Sonic. Classic Sonic runs through Act One of each Zone on a 2.5D plane while Modern Sonic switches between 3D and 2.5D as he blasts through Act Two. Both share some common controls despite these differences: you jump with A or X and press either again in mid-air to perform a Homing Attack. You crouch or slide through gaps with B, activate any equipped “Skills” with Y, and blast away with Modern Sonic’s “Boost” or Classic Sonic’s Spin Dash with the Right Trigger. Golden Rings, tricks, and bashing Badniks fills Modern Sonic’s Boost gauge, allowing him to plough through enemies and destructible objects. Holding the Left and Right Triggers lets you drift, the Left and Right Bumpers quick step, and Modern Sonic performs a mid-air stomp with B, wall jumps off certain walls, and dashes along Ring lines with Y. Both Sonic’s now begin with the Drop Dash equipped, allowing you to hold A or X to quickly dash away, and you can again unlock Skills with the points you earn from clearing Acts and by finding Red Star Rings and completing Challenges.

The original game returns, as fun as ever, with a couple of new features and a visual upgrade.

These Skills increase your acceleration and underwater movement, grant elemental shields, extend the Boost gauge, and give you a skateboard, among other perks. You must clear each Act to partially restore the bleak White Space hub world, collecting Boss Gate keys and taking on rivals and additional Challenges as you go. These see you race against or team up with a friend, like using Rouge the Bat’s feminine wiles to discombobulate enemies, digging for treasure with Knuckles the Echidna, and being smashed higher by Amy Rose’s hammer. Each Zone faithfully recreates its source material by with added gimmicks and twists, such as incorporating parts of Hidden Palace Zone into Sky Sanctuary and adding an airship to Rooftop Run. You still utilise Wisps to traverse Planet Wisp, still run from that rampaging truck, and still hop to rails and avoid bottomless pits. You must also tackle three of Sonic’s rivals and three reimagined bosses to acquire Chaos Emeralds, with each sporting new attacks such as hurling debris and attacking from the background. Alongside the five Red Star Rings hidden in each Act, there are three Chao to find, too, which bring more life to White Space when found. Finding them all pops a new Achievement, though most of the original Achievements return, earned for restoring each area and unlocking all Skills. Sonic Generations continues to impress, with remixed tracks returning for each area and fantastic detail packed into every environment, even if things can get cluttered. Sonic X Shadow Generations isn’t just a visual upgrade; the game runs faster, with no lagging or slowdown, which greatly improves the gameplay experience. The payoff is that it’s even easier to slip or fly off stages, and both Sonics still have an incredibly stunted jump that can make platforming trickier than it needs to be. The focus remains on high-speed, action-packed gameplay, however, with each Zone sporting multiple paths and shortcuts (via springs, pulleys, rockets, cannons, and the like) to shave a few seconds off or find Red Star Rings or Chao. The Casino Night minigame is here by default and there are two skins to purchase for each Sonic, one that turns Classic Sonic into a Saturn-era polygonal model, and another ripped right out of the Dreamcast Sonic Adventure (Sonic Team, 1999). Unfortunately, the game remains as short and easy as ever, with no new Challenges or additional stages or unlockables added, which is a shame considering I would’ve loved to play as someone other than Sonic.

Take on an additional challenge using Shadow’s new powers and abilities.

For Shadow Generations, the controls remain the same, with Shadow performing his own version of the Homing Attack, blasting along with a boost, and stomping through crates. Unlike Sonic, Shadow cannot equip Skills and instead stuns enemies with his Chaos Spear (Y), builds a gauge to activate Chaos Control (LT) to temporarily slow time, and gains new “Doom” powers by attacking Black Doom’s eye to acquire a Doom Gear. When cashed in, Shadow can launch Chaos Spear at up to five targets, surf across water (and attack with RT or LT) on a manta ray-like lifeform, launch Black Arms soldiers by charging X, traverse sticky goop by pressing X to transform into a tentacled form, and sprout Doom Wings by pressing RB and LB together when he has 50 Rings, allowing him to awkwardly glide for as long as he has Rings and Boost. Some of these new abilities are more fun than others, with the Doom Surf being quite slippery and the Doom Morph being quite finnicky and the Doom Wings quickly draining your Boost gauge and being stunted since you can’t freely fly. Instead of Red Star Rings, players can find three “Collection Keys” in each Act, which open coloured crates in his version of White Space, thereby unlocking concept art, music, and other goodies. Players can also shoot balloons to collect pages of Professor Gerald’s journal (a physical version is included with the game) and find Machine Parts in White Space to help Cubot and Orbot escape. There are also sixteen Achievements specifically tied to Shadow Generations, with most popping when you restore areas and defeat bosses, but you’ll need all those “S” ranks and collectibles to 100% the game. Shadow also doesn’t have to worry about running out of lives, but you must be super quick and super attentive to earn an “S” rank as Shadow’s stages are much longer and tougher than Sonic’s. Pits, hazards, and enemies are plentiful, with you having to make faster decisions on the fly to take alternative paths, switch rails, and avoid a nasty fall, especially as Shadow is just as slippery and wild as Sonic at times.

Open-world gameplay and an increased difficulty add an extra kick to the core gameplay.

Shadow Generations mimics Sonic Frontiers (Sonic Team, 2022) by making Shadow’s White Space more of an open-world experience, allowing you to freely roam, spawn rails, springs, and platforms, and search for goodies. While I found this tedious, you can skip to an Act, boss, or Challenge Act from the pause menu and shortcuts do appear. You’ll again have to beat Challenge Acts to earn Boss Gate Keys, with these seeing you complete obstacle courses with just one Ring, defeating a certain number of enemies, utilising Shadow’s new powers to clear gaps, and avoiding or triggering environmental hazards. These are much harder than in Sonic Generations, but fun challenges that ramp up after you clear the game and activate “Doom Zone”, which also makes the bosses tougher. Shadow’s allies, like Rouge the Bat and E-123  “Omega”, appear in White Space to offer encouragement, Shadow’s reunited with Professor Gerald and Maria and once again reconciles his past, and Doom’s Eye taunts him in most Acts, warping the environment and testing your platforming skills. Shadow’s stages are mostly decent, with players revisiting various locations from the Space Colony ARK, rushing through Rail Canyon, and blasting through a dramatically improved version of Kingdom Valley. Shadow’s Act Twos are usually shorter 2.5D challenges, as in Sonic Generations, but Act Ones see Doom’s Eye dropping Shadow in an increasingly twisted and nightmarish version of Radical Highway. This serves as the final area of the story, and the toughest challenge yet, but I was surprised that Westopolis didn’t appear as well (or instead). I was baffled by how many stages went with the “wrecked city” theme and by the inclusion of Chaos Island, an area Shadow never visits, rather than a stage from Shadow the Hedgehog (Sonic Team USA, 2005), and that Sunset Highway was reimagined considering Shadow’s small role in Sonic Forces (Sonic Team, 2017). By dropping some real-world cash, you can unlock a bonus stage where you play through downtown Shibuya from Sonic the Hedgehog 3 (Fowler, 2024) as the movie version of Shadow, with Keanu Reeves reprising his role. Upgrade to the digital deluxe version and you also get a prototype skin for Shadow, though I’m not sure this is worth the hefty price tag.

Shadow’s old rivals get monstrous makeovers for epic and action-packed rematches.

Shadow Generations takes place alongside Sonic Generations, with Shadow menaced by the revived Black Doom and struggling to control his anger and new powers. In addition to playing through reimagined versions of some of his most recognisable stages, Shadow also battles some returning enemies, mainly Guardian Units of Nations (G.U.N.) robots, Artificial Chaos, Black Arms soldiers, and Ancients. A gigantic, dragon-like Black Arms conjures twisters and blocks your path in Radical Highway, massive Death Egg Robos destroy the environment in Sunset Highway, while terrifying robotic trains barrel at you in Rail Canyon. Although Shadow encounters Sonic in a cutscene, there’s no do-over of their Rival Battle from Shadow’s perspective, and no Rival Battles at all, unfortunately. Instead, players battle four of Shadow’s most fearsome foes in reimagined fights, starting with the fearsome Biolizard. Like Sonic Generations’ Nintendo 3DS port, you must race away from the creature’s chomping mouth and thrashing tail, dodging energy balls and grinding up to attack its life support system. You still bounce off orbs to do the same, but the Biolizard now spawns extra limbs and produces shockwaves, and clings to the wall to spit projectiles. Next, you battle the Metal Overload while Doom Surfing, knocking back its projectiles and sea mines and avoiding spike balls and laser walls. After grinding along rails to attack it, you must time jumps to avoid its tail (trickier than it sounds) and win a bout of dead man’s volley to finish it. Shadow then battles Mephiles, Doom Morphing to attack, destroying his minions and clones with Chaos Spear, and dodging his massive mouth laser. The finale pits you against Devil Doom in a three-stage fight. First, like with Metal Overload, you Doom Surf and hit laser orbs at the demonic alien; then, you Doom Morph to swing about, dodging fireballs and pummelling his eye, hopping to platforms as he destroys them beneath you. Black Doom then transforms into Neo Devil Doom and Shadow attacks with Doom Wing rather than as Super Shadow, though you’ll still need Rings to stay alive. Dodge through debris to reach him, then reflect his projectiles and charge towards his eye when prompted. Neo Devil Doom attacks with his tentacle-like tail, summons a vortex, and is constantly launching shit at you, but it’s not too difficult to bypass these, break free of his Chaos Control, and finish him off with a quick-time event.

Final Thoughts:
I’ve always enjoyed Sonic Generations. It was a fast-paced, action-packed adventure full of fun Easter Eggs and references to Sonic’s colourful past. My biggest gripe with the game was how barebones it was and how it could’ve done more to celebrate gaming’s famous hedgehog. Sonic X Shadow Generations aims to fix that with a visual overhaul and some new features to refine the original experience and add a few new bells and whistles, though nothing’s really that different in the main game. The big selling point here is Shadow Generations, an impressive and thrilling celebration of Sonic’s infamous anti-hero that takes the core gameplay and mixes it up to offer a brand-new challenge. The presentation here is top notch, with genuinely impressive CG cutscenes and an open-world hub world that, while still a bit bland and aggravating, shows more effort than a simple white void. Shadow’s new powers were a bit hit and miss but were largely very fun, with players blasting through enemies and wrecking the environment in a blaze of glory. While stages do stretch on for a while and are noticeably more challenging than in Sonic Generations, I loved the recreations of Shadow’s past, though it’s genuinely perplexing that Shadow the Hedgehog isn’t represented considering the main villain is Black Doom! I really enjoyed the reimagined bosses, which were suitably epic and a blast to fight, incorporating elements from Sonic Frontiers for an extra kick. The challenge is certainly upped in Shadow Generations, which can make it a bit frustrating, but I had a great time here. However, it’s still too short and Sonic Team didn’t let Sonic and Shadow crossover into each other’s White Spaces, or include Rival Battles, Super Shadow, or even a motorcycle section. If you’ve never played Sonic Generations before, though, this is absolutely the definitive and recommended way to play as it revamps and bolsters the original. And, if you have played the game, there’s enough here to warrant a replay, though all the old gripes remain behind the action.

My Rating:

Rating: 3 out of 5.

Pretty Good

Were you a fan of this revamp of Sonic Generations? What did you think to the tweaks to the original game and did you find all those Chaos? Were you a fan of Shadow’s new abilities and powers? Were you surprised by the stages chosen for his story? What did you think to the added challenge and the reimagined bosses? How are you celebrating Sonic’s anniversary this year? Whatever your thoughts on Sonic X Shadow Generations, leave a comment below, support me on Ko-Fi, and go check out my other Sonic content!

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


Since Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) first appeared in May 1984, they’ve achieved worldwide success thanks to many influential cartoons, videogames, and action figures.


Released: 18 October 2024
Developer: Aheartfulofgames
Metacritic Scores: 66 / 4.6

Also Available For: Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

Quick Facts:
Following Michael Bay’s monstrous reimaginings, Nickelodeon partnered with Seth Rogan and Jeff Rowe on Teenage Mutant Ninja Turtles: Mutant Mayhem (Rowe, 2023), a visually impressive box office success. Mutant Mayhem was accompanied by this tie-in videogame, which was marketed as a direct follow-up and bolstered by downloadable content (DLC). While the visuals and writing were praised, the game’s performance was heavily criticised.

Gameplay and Power-Ups:
Teenage Mutant Ninja Turtles: Mutants Unleashed is a direct follow-up to the surprisingly energetic and entertaining 2023 animated movie of a similar name and directly follows the events of that film, with mutants like the TMNT living freely in New York City. However, when the malevolent Techno Cosmic Research Institute (TCRI) sends mutants into a frenzy with a pheromone harvested from anthropomorphic chameleon Cammy, players must journey through the sewers, subways, and rooftops to subdue the threat and find a cure. Unlike most TMNT videogames, Mutants Unleashed only offers single or two-player co-op and, as far as I can see, there are no team-based attacks on offer (though you can compete for letter grades). The TMNT all share the same basic controls and are somewhat differentiated by their weapons and gameplay. Raphael, for example, seems slower and has a shorter reach, Michelangelo seems much faster, Donatello has great reach, and Leonardo seems like an all-rounder. Combat is extremely simple, with players unleashing basic combos by tapping X (or holding it for a stronger attack) and performing a stronger dash attack with Y. You can string these buttons together for more elaborate combos, but mashing X or Y generally does the job. Players jump with A, double jumping by pressing it twice, and run by holding the Right Trigger. This allows you to wall run, hop to pipes to skate across gaps or areas, and perform additional attacks. You hold B to block or tap it when indicated to dodge roll from enemy attacks, unleashing a powerful counter with either X or Y (though these can leave you vulnerable). As ever, pizza restores your health, though you must restart the mission if you fall in battle as there’s only ever a checkpoint before a boss battle, which can get aggravating.

Mindless combat, aggravating controls, and frustrating hit detection drag this game down.

Pizza and other temporary power-ups, like fizzy drinks that increase your attack power, are dropped by enemies or found in destructible objects. You can hit explosive barrels to damage enemies (though these also blow up in your face!), knock them off rooftops and into water (both of which damage you as the TMNT can’t swim!), and use environmental hazards like speeding subway trains to hurt enemies. As you complete missions and collect VHS tapes, you’ll earn experience points (XP) to spend upgrading characters in their sewer lair, adding additional moves to their arsenal. You can also increase their maximum health, their damage, and how fast and long the assist gauge raises by finding hidden ooze canisters. You can also find arcade tokens to spend on single-use items that, for example, refill your health when it’s drained but, to get the most out of each character, you must chat to various non-playable characters (NPCs) to offer encouragement, guest star on podcasts, and complete combat and time trial missions for additional XP and rewards. As you dish out damage, the assist gauge fills and allows you to call in another character to assist you using the Left Bumper, either by attacking enemies or spawning pizza and fizzy drinks. I found these extremely temperamental as most have a short range, cutscenes cancel them out, and you must smash crates to get the power-ups rather than them just appearing. Donnie, Mikey, and Raph also have unique special abilities: Donnie stuns enemies with a camera flash, Mikey automatically twirls his nunchaku, and Raph briefly enters “Rage Mode” after a successful dodge and counterattack. Again, I had trouble with these, and they weren’t as intuitive as I’d like. The game is also extremely finnicky with its lock-on and camera, which makes platforming a chore, combat a hectic mess at times, and often sees you taking a plummet or being bashed about and forced to frantically mash B to get up before you’re stun locked.

Alongside the endless combat, you’ll be exploring the same locations helping NPCs with their troubles.

Mutants Unleashed uses an odd time-based mechanic where some missions must be completed within a certain number of days. Time passes as you chat with NPCs and complete tasks, like running obstacles courses to deliver pizzas for Bebop, Rocksteady, and Ray Fillet, battling enemy waves as part of Splinter’s training regime, and hunting down “contagious” enemies. I’m not sure what the penalty is if you miss the deadline for a mission as I completed them all on time, but it was frustrating being limited by this mechanic. Most of these sub-missions involve revisiting the same areas and battling the same enemies but in different configurations and contexts, though you do unlock additional apps for your smartphone, such as a monster finding game and fun stickers to virtually place on people’s heads! When in story-based missions, you quickly see everything Mutants Unleashed has to offer as you visit the same locations over and over, sometimes at night or in reverse, with little variation beyond tougher enemies. You can make enemies more manageable by passing time on the world map and even run past most of them unless you’re forced into a fight. Environmental hazards like electrical pylons and live wires, giant fans, sticky oil, and moving or bouncy platforms can really mess up your combat especially as it’s easy to get snagged on the environment. Occasionally, the mindless action is broken up by the odd zip wire or autoscrolling section, with you often battling through (and on the roof of) subway trains or hopping to various vehicles on a busy highway (extra dangerous given the janky camera and controls!) You’ll hop to submerged shipping containers (some of which sink), run across collapsible wooden planks, jump to rooftops and giant fans over dangerous sewer water, and occasionally chase the TMNT’s infected mutant allies (though this is merely a ploy to lead you to the same platforming and combat sections). Mutants Unleashed can be surprisingly frustrating even when you’re at full power. The TMNT can be pummelled to death quite easily if you’re not careful and the lack of checkpoints gets especially frustrating in the late game, where enemies are naturally more formidable.

Presentation:
Mutants Unleashed does a fantastic job of mirroring the art style and action of Mutant Mayhem, a fact helped by the four leads being voiced by the same teenage voice actors from the movie. The graphics adopt a sketchbook-like, cel-shaded style that mimics the unique presentation of the film and adds some interesting touches to the action, such as scribbles for shadows and character outlines when they’re obscured. This comes to a head in the endgame when Cammy riles the “Mewbies” into a mob, with the rioting crowd represented by shifting, distorted, potentially 2D art, which is a nice touch. Comic book style sound effects and cutaways add to the combat, though the voice samples do get quite repetitive. I did like that the TMNT chat with each other and their allies to progress the plot, though I wasn’t expecting the game to focus so heavily on NPC interaction. Each character has an NPC they interact with alongside the team helping their other allies in various ways. Leo gets leadership and self-confidence pointers from shifty influencer Toby, Raph helps a disabled swimmer get back on form, Mikey guests on a podcast, and Donnie helps a young, drone enthusiast. You also snap pictures of graffiti and learn about art from Mondo Gecko, help budding reporter April O’Neil chase leads, watch movies with Splinter, and play dance rhythm games (in cutscenes…) with Wingnut. Each area changes as you progress and explore, with different NPCs in the background or changing entirely, such as scientist Sai Modi being forced from his laboratory and Bebop and the others temporarily relocating their pizza business. The TMNT have some fun banter with each other, with Raph surprising the others with his knowledge of various animals after binge-watching nature documentaries and the others mocking Leo for his crush on April. Mutants Unleashed is surprisingly long, too, with a lot of cutscenes to sit through (which you can thankfully skip), which is very unusual for a videogame tie-in to a movie.

Although the game captures the aesthetic of the movie, its locations are extremely repetitive.

Sadly, as good as the presentation is, it’s very visually repetitive. Between missions, you wander about the TMNT’s cramped sewer lair, upgrading characters or engaging with Splinter, before choosing your next mission from the world map. Almost every mission has you venturing to the city streets from either the sewers or the subway, hopping across various rooftops, or visiting the docks. These areas have many variations, with the subways tunnels sometimes being active, flooded, or you fighting through moving trains and the rooftops being at different times of the day, but it all gets very old very quickly. Sometimes, you revisit an area backwards (meaning you start at where you exited before and head right instead of left) or at different times of the day, or tougher enemies and new hazards appear. These are usually giant fans that blow you into the water, bouncing washing lines, or more water and bottomless pits. Areas are pretty well detailed, for the most part, with the city streets being an obvious standout. You’ll see businesses, graffiti, alleyways, overground trains, and sewer pipes all around and it can be fun veering off the painfully linear path to explore or wasting time in the skate park. Some missions see you stuck in claustrophobic interiors, such as the abandoned movie theatre, the cramped shopping mall, or the hazardous TCRI facility, where pistons threaten to crush you or push you into spiked walls. Other times, you’re attacking generators to briefly disable electrical hazards around construction sites, desperately avoiding the rushing tarmac on the highway, or clambering to piles of shipping containers or disused boats. Mutants Unleashed eventually adds a bit more variety, such as snow or you battling across the wreckage of the Brooklyn Bridge. In the endgame, you venture into TCRI airships, grinding around the wings and smashing consoles inside, before storming their main facility, battling hordes of the game’s worst enemies and smashing power nodes to stop them pumping out the madness-inducing pheromone.

Enemies and Bosses:
Mutants Unleashed has you striking down waves of Mewbies, bizarre anthropomorphic animals driven crazy by TCRI’s pheromone. While you are forced to fight waves of them, as indicated by the anime-like cutaways and annoying focus on nearby groups, others can simply be avoided (which I would recommend). Although the same Mewbies pop up all throughout the game, each has different variants and they’re all aggravating in different ways. Crabapults are the most common, weakest enemy and even they can protect against your attacks by hiding in the bins strapped to their backs and toss rubbish from a distance that always seems to hit! Later, defeating them sees a smaller variant linger about, which was very frustrating as they also always seemed to do damage. Rumblebees are also very common and can be tricky to hit with your mid-air attacks. They swoop at you, attack with their boxing gloves, and later swing chainsaws or emit a damaging gas cloud and even explode upon defeat! The luchador-like El Hippo takes quite a pounding before going down and charges up a punch or especially annoying charge that send you flying, or performs a belly drop that homes in on you to make dodging it even more frustrating. Fin Harris attack with tridents, charging a dash and sometimes protecting themselves with an electrical field, while the bulky Eel-A-Watts also employ a body slam alongside a devastating laser cannon! Zebrakens can be ridiculously annoying as they can snag you with their extendable, crab-like pincer; Rock N Moles pop up from below, sometimes sporting drill-like noses or unleashing a soundwave; and Roller Blade mantises quickly dash about on roller skates. I found the worst enemies were the Roaster Fish and Maul Tusks. Roaster Fish weild flamethrower-like blowtorches and nail guns that constantly knocked me out of the air, sent me flying, or hit no matter where I was; and they teleport, too! Maul Tusks are mutant snails that swing massive mallets to decimate your health bar or unleash a barrage of rockets, sometimes being protected by forcefields and fought in small areas where you either can’t dodge or get snagged on the environment!

Bosses can be an uphill battle thanks to some odd perspectives and cheap exploits.

Despite Mutants Unleashed featuring a world map and many side missions, the story follows a linear path, and you battle the TMNT’s crazed mutant friends in a set order, often after chasing them or cleaning up their messes. As is common in TMNT videogames, your first boss battle is against the duo of Bebop and Rocksteady, who take it in turns battling you in a mosh pit. Rocksteady tries to gore you, though gets stunned if you trick him into running into the walls, as Bebop tosses grenades from the DJ deck, while Bebop fires a laser from his ghetto blaster and tosses those same grenades as Rocksteady fires flames. After besting both, they attack together, which can be a tough fight even with pizzas being flung into the arena (I recommend focusing on Rocksteady first). The first fight against Genghis Frog is merely a teaser as he quickly flees after a short battle. When you fight him in the water treatment facility, his axe game is much improved, with him swinging it wildly and in an overhead arc. When he hops to the background, you must trick him into snagging explosive barrels with his tongue and pummel him when he’s stunned. Leatherhead was a much trickier boss as you must sneak around her lair from a quasi-overhead perspective, avoiding making noise or being spotted or she basically immediately kills you with her shotgun. Instead, you must follow glowing cables to a generator that must be attacked to temporarily blind her, and then do this again but without visual indicators. When you finally confront Wingnut at the cinema, she’s fought on a 2.5D plane before the movie screen and attacks from above, swooping low before landing and firing energy waves both high and low. After enough hits, she adds a bombardment of flaming projectiles to her arsenal, but her attacks are easily telegraphed so she’s not too difficult to beat if you time your jumps properly.

Turbo Cammy represents the game’s toughest, cheapest boss challenge due to some awful mechanics.

When Mikey also turns feral, he’s temporarily removed from the playable roster and you must track him to the city streets. Although he’s fast and seems to boast all his regular attacks, Mikey was the easiest boss battle and went down in no time. At first, this is true for Cammy, who you fight a few times amidst the rioting Mewbies. Each time, I hit her enough for her to flee and tag in her minions, so I never saw her use a single attack. After she joins the TMNT in opposing TCRI, Cammy’s mutated into the far more monstrous and formidable “Turbo Cammy”, who’s fought in three phases (with no checkpoints). Turbo Cammy first attacks with claw swipes, a big stomp, and turns invisible, which is pretty manageable. She then uses her extendable tongue, adds a charge attack, and leaps across the wrecked bridge to crush you. Finally, she spews ooze, spitting at you, and adds faster combos to her arsenal. Luckily, your allies toss pizza to help, but this was a gruelling boss battle as I kept getting stun locked, caught on the environment, or tossed about due to the dodgy lock-on gimmick! After Cammy seemingly dies, Leo’s ally Toby is revealed to be a traitor and is fought in a giant, distinctly Krang-like mech aboard a TCRI airship. This was a much easier boss battle as it’s ridiculously easy to avoid his missile barrage, sweeping lasers, and jet powered drop. Even when Toby regenerates his health for the second phase and adds more lasers, a flying attack, and a punch combo, it’s super easy to get behind him and pummel him into submission, especially if your TMNT are fully upgraded.

Additional Features:
Twenty-seven Achievements are up for grabs in Mutants Unleashed, with one awarded every time you defeat a boss, upgrade a character, or reach maximum friendship with each NPC. You’ll snag another if you find all the “DigiMutants” using the smartphone app, photograph every piece of graffiti, and locate all the ooze cannisters to max out your health, damage, and assist gauge. Even playing casually, you should manage to complete all these Achievements on a single playthrough, though it was surprising to not see extra Achievements for playing with a friend or defeating thousands of enemies. Beating the game unlocks “New Game+”, which carries over all your skills and makes the enemies even tougher, though I wouldn’t recommend playing this game more than once (specially as there’s no Achievement for clearing New Game+). By inputting codes into the TMNT’s computer, you unlock additional skins that see the characters transformed into action figures or wear their casual clothes, and extra skins can be bought as DLC to turn them into Metalheads or their counterparts from the 1980s cartoon and original comics. The “Fresh Meat Mission Pack” offers additional missions, featuring three new enemies, a “Horde Mode”, and a new boss battle against Scumbug, though there also aren’t any Achievements tied to the DLC so you’re probably better off saving your cash.

Final Thoughts:
I was expecting Teenage Mutant Ninja Turtles: Mutants Unleashed to be another arcade-style beat-‘em-up that simply saw one to four players battling waves of mutants through the sewers and streets of New York City. Instead, the mission-based narrative and focus on side missions and upgrading the TMNT has more in common with Teenage Mutant Ninja Turtles: Mutants in Manhattan (PlatinumGames, 2016) than the simple, mindless simplicity of Teenage Mutant Ninja Turtles: Turtles in Time (Konami, 1991). On the one hand, the game is thus far longer and more involved than I would expect from a videogame based on a movie, cramming in so much story and so many character interactions that it starts to become tedious. It feels unfair to criticise this as it’s clearly not a cheap cash-in like other tie-in videogames, but Mutants Unleashed wears out its welcome very quickly. The basic combat is fine, but it’s thrown all out of whack when you sprinkle in platforming or precarious environments to fight in. It’s especially aggravating that the TMNT take damage when they fall in water, that they can easily get caught on the environment and pummelled by enemy hordes, and that the game’s so stingy with checkpoints. I didn’t mind the NPC side missions, but most are just cutscenes or reskinned areas you’ve already visited a dozen times. The deadline gimmick seemed an arbitrary way to extend the game’s life, as was forcing you to repeatedly do the same tasks for basically the same rewards. While the game faithfully captures the look, humour, and atmosphere of the movie, I felt no sense of accomplishment from upgrading the characters, barely cared about the NPCs, and was extremely disappointed that the 16-bit titles have more variety in their environments. The bosses could be fun but were also extremely cheap at times due to the dodgy controls, janky camera, and awful collision detection. With little incentive to replay the game and no collectibles or unlockables worth shouting about, I’d definitely say you’re better off avoiding Mutants Unleashed and sticking to the classic TMNT videogames as they might be short, but at last they’re fun!

My Rating:

Rating: 2 out of 5.

Could Be Better

Were you also disappointed by Teenage Mutant Ninja Turtles: Mutants Unleashed despite how long the story mode was? Did you enjoy how it mimicked the presentation and continued the story of the movie? How invested were you in the NPC’s problems? Which of the bosses was your favourite? Did you also get frustrated by the controls and collision detection? Which TMNT videogame is your favourite and how are you celebrating the TMNT this month? Tell me what you think in the comments and go donate to my Ko-Fi to suggest another TMNT videogame for me to review.

Game Corner [Turtle Tuesday]: TMNT Arcade: Wrath of the Mutants (Xbox Series X)


Since Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) first appeared in May 1984, they’ve achieved worldwide success thanks to many influential cartoons, videogames, and action figures!


Released: 23 April 2024
Originally Released: November 2017
Developer: Cradle Games and Raw Thrills
Original Developer: Raw Thrills

Metacritic Scores: 53 / 5.4
Also Available For: Arcade (Original Release), Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S (Port)

Quick Facts:
Despite the TMNT being dramatically redesigned for new animated and big-screen adventures in 2019 and 2023, developer Raw Thrills released an expanded port of their 2017 arcade game, which was based on the popular all-CGI 2012 cartoon. While Wrath of the Mutants perfectly captured the visual and humour of the cartoon, it was criticised for being a short, unfulfilling title that coasted on nostalgia.

Gameplay and Power-Ups:
Teenage Mutant Ninja Turtles Arcade: Wrath of the Mutants, besides being a mouthful, is a 2.5D sidescrolling beat-‘em-up based on the all-CGI 2012 cartoon (which, I’ll be honest, I’ve never watched and am not very familiar with). The game supports up to four players both on- and offline, though only the titular TMNT are playable. While they all play the same and don’t appear to have any unique stats, Raphael obviously has a harder time in combat as his sai have a shorter range than Leonardo’s swords, though it also felt like Michelangelo was faster. Wrath of the Mutants uses a simple four-button control scheme where you attack with X (executing some basic combos with repeated taps), jump with A (jumping higher the longer you hold it), grab and throw stuff with X, and unleash your character’s “Turtle Power” with Y when the gauge is full (either by defeating enemies or grabbing power-ups). You can bash enemies on the ground and toss them at the screen, perform jumping attacks and dive kicks by double tapping A or pressing A and X in mid-air, or do a spinning attack on the ground with A and X for crowd control. Each character has a different Turtle Power attack, with Donatello summoning electricity through his staff and Mikey raining pizza slices and can grab additional temporary power-ups as they play. These see you performing a breakdance-like spin move, toss smoke bombs to stun enemies, chuck a limited supply of shuriken, or hurl the Ice Cream Kitty to ricochet off enemies. You can also toss trash cans and rocks and such, hit explosive barrels, and use fire hydrants to even the odds, and restore your character’s health with some “Pizza Power!”

Batter ninja robots with ninja power and alongside some friends in this fun, if mindless, throwback brawler.

You can also ride surfboards in the “Sewer” stage and summon aid from Leatherhead and Metalhead when their icons appear, with the former performing a screen-clearing roll attack and the latter unleashing a missile barrage. Wrath of the Mutants pays homage to the classic TMNT arcade titles by featuring various Foot Soldier robots who burst from the background or up from the sewers and various hazards to watch out for. You can drop down holes, get blown up by dynamite and spiked mines, and battle waves of enemies on elevators. Each stage has different interactive elements: the “Amusement Park” stage, for example, has you dodging runaway rollercoasters, cars will barrel at you in “New York City”, and Krang’s gigantic mech suit zaps you with a weird, gigantic eye in “Dimension X”. You won’t have to worry about falling to your death at any point, which is good, but your lives and continues appear to be more limited on the harder difficulty settings. Enemies sometimes hide offscreen and stages are surprisingly long, with your performance being tallied up at the end to award additional points. You can pick from any stage but the final one right from the start, but there’s no story to link the levels together (though this is beneficial as your lives and continues are reset with each stage, making it easier to tackle the game’s “Hard” mode). There isn’t much variety to the stages, however, with even the aforementioned autoscrolling sewer surfin’ section only lasting for the beginning of the “Sewer” stage.

Presentation:
Fittingly, Wrath of the Mutants mirrors the 2012 animated series almost perfectly, with all the voice actors returning to deliver fun voice samples. While these clips do get repetitive, I liked that each character reacted to events and bosses differently and there are some fun call-backs to previous TMNT videogames. Since I never watched the show, I have no idea if the music is ripped from it or even similar. To me, the soundtrack was just a fun, if forgettable, series of rockin’ tunes to beat baddies to. While characters only assume a “ready” stance when left idle, each animates a little differently, with Mikey having a fun little jog, for example, and sports a victory pose upon completing the stage. When electrocuted, you’ll see your character’s skeleton and when they’re knocked down, stars spin around their heads like in the old arcade game. Sadly, Wrath of the Mutants doesn’t really feature a story and there are no cutscenes linking the stages together, though characters do interact with the bosses when they burst onto the screen and the game ends with a motion comic-like cutscene of April punching out Oroku Saki/The Shredder. The game’s graphics, gameplay, and overall feel reminded me of the Turtles in Time (Konami, 1991) remaster, though the controls are a bit more responsive and things are much brighter and detailed here. There’s a fair bit happening in the backgrounds, such as traffic in the distance in “New York City”, subway trains speeding past in “Sewer” (where you also battle in the TMNT’s ransacked/untidy lair), and bizarre, crystalline formations in “Dimension X”. The game doesn’t get too crazy with its environments, though, saving most of the weirdness for the hyper-futuristic labs in the Techno Cosmic Research Institute (T.C.R.I.) building and the warped Dimension X. Enemies teleport in, enter from elevators, or float across energy bridges. They toss explosive barrels from vans, attack in haunted house rides, and await in ominous, gothic castles in areas that marry the classic arcade titles with the all-CGI show to give the best of both worlds.

Enemies and Bosses:
I you’ve ever played a TMNT videogame before, you know exactly what to expect here. Foot Soldiers, in all the colours of the rainbow, pour from everywhere and attack with various weapons. You’ve got the standard purple-clad grunts who attack with punches and kicks or toss manhole covers, sword-wielding black ones, yellow variants who toss shuriken from afar, and annoying orange ones who rush across the screen carrying a spear! Blue-hued Foot Soldiers fire lightning blasts from cannons, red ones chuck explosive barrels or dynamite, and some (or all, I couldn’t quite tell) can grab and hold you. While there are no flying variants, they do ride surfboards in the “Sewer” stage and most mini bosses and regular bosses are accompanied by a few of these minions. Mousers also spew from sewer tunnels and chew up from the floor, alongside the distinctly Xenomorph-like Pizza Monsters (who pounce from the water, swipe with their claws, and spew acid), T.C.R.I. agents in black suits, and the brain-like Kraangs in android bodies. Each stage sees you battling a mini boss halfway through and, while each has unique attacks, they all emit shockwaves after landing a jump. A distinctly slimmer version of Bebop is fought in “New York City”, with him teleporting about and tossing either his mohawk or firing a spread shot, and breakdancing when knocked down rather than relying on brute strength. I fought the samurai android Chrome Dome next, who charges about using a rocket pack and attacks with lightsaber-like blades, an energy whip, and eye lasers. You fight Fish Face Midway through “T.C.R.I.” with him stunning you with acid spit and executing a spinning attack like you (though he’s easy to batter from behind) and the Creep in the “Amusement Park” (an intriguing horror-themed glob monster who doesn’t use his pitchfork enough for my liking).

Fans of the 2012 cartoon may get a thrill out of battling these largely repetitive bosses.

Like the mini bosses, all the regular bosses share a shockwave attack, are bolstered by minions, and can send you flying. The brutish Rocksteady guards the end of “New York City”, goring you with his massive horn, tossing pipe bombs, and going ham with his chunky flamethrower. Doctor Baxter Stockman attacks in the “Sewer” stage in his mutated fly form, hovering overhead and spewing acid while taking pot-shots from his unreliable laser cannon and performing a spinning attack. Tiger Claw is a bit nimbler, swiping with his katana and showcasing martial arts skills that rival the TMNT. The 2012’s horrifically redesigned Rahzar is fought in “Amusement Park”, dashing across the screen to slash with his claws and seemingly firing spines from afar. When in Dimension X, the TMNT fight the 1980s Krang as a mini boss in a fight that largely resembles those of the classic arcade games. Krang hovers around in his mech suit, raining missiles stomping the ground, and knocking you away with punches and kicks but isn’t much of a threat. He’s superseded by Kraang Sub Prime, a decidedly more lethal mech suit that spins its bladed arms, fires a targeted missile, and zaps you with its eye laser. When fighting through the Shredder’s heavily guarded, gothic castle, the TMNT encounter his adopted daughter, Karai, who uses smoke bombs to teleport about, tosses a shuriken spread, and attacks with blades up close in one of the more challenging encounters. After you dispatch his minions, the Shredder attacks in a two-stage boss battle, fittingly being the toughest foe in the game. At first, the Shredder utilises Karai’s smoke teleport and attacks with a plasma shot and his signature blades but, after being defeated, transforms into the monstrous Super Shredder! His basic attacks remain the same, however, though he can regenerate some health with his aura and whip up a tornado to be slightly more troublesome.

Additional Features:
There are twenty Achievements up for grabs in Teenage Mutant Ninja Turtles Arcade: Wrath of the Mutants, with players getting one each time they beat a stage on any difficulty and three more for beating the game on each difficult mode. As each difficulty must be tackled on a separate save file, these cannot be stacked so it’s probably better to start on “Normal” as that’s the only way to unlock “Hard” mode. Additional Achievements pop when you defeat 1000 enemies, enter or beat a high score on the leaderboard, and go repetitive tasks like eating 100 pizzas or summoning allies thirty times. Sadly, the Achievements aren’t very creative and there’s nothing else on offer here. There are no additional characters or skins to unlock, no other game modes (like time trial or boss rush), and no collectibles, making for an unfortunately barebones package.

Final Thoughts:
I was excited when Teenage Mutant Ninja Turtles Arcade: Wrath of the Mutants was first announced as I thought it was a remake of the original arcade game, but oddly using the 2012 cartoon aesthetic. Even when I discovered it was an expanded port of a different arcade game, I was up for the challenge as I enjoy a good, old-school beat-‘em-up and have always had fun with the TMNT’s efforts in this genre. While I never watched the 2012 show so I have no idea who many of the enemy characters are, I liked how closely the game matches the cartoon’s visuals and energy; it’s just a shame the developers didn’t splice in a bit more story to link everything together. Gameplay wise, Wrath of the Mutants is as basic as it gets, but no less enjoyable. Everything feels very familiar to the classic arcade titles, from the TMNT’s attacks to the level layouts, which position the game more as another remake of Turtles in Time than anything else. I enjoyed the many boss battles, though it was disappointing that they all shared the same shockwave attack and could be easily battered into submission by looping behind them. I also liked the power-ups and the assist characters, though it would’ve been nice to see Splinter and Casey Jones added to the roster, and the lengthy, generally enjoyable levels. Unfortunately, there isn’t a lot of meat on the bones here and Wrath of the Mutants is probably best experienced as a budget digital download than a full priced game. Even for me, a die-hard fan of these games, Wrath of the Mutants is pretty lacklustre as there’s little incentive to come back to it once you’ve beaten it a few times (except to mop up the Achievements) unless you’re nostalgic for the 2012 cartoon. Since I’m more a fan of the classic TMNT, I’d take Teenage Mutant Ninja Turtles: Shredder’s Revenge (Tribute Games, 2022) over this one any day.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy Teenage Mutant Ninja Turtles Arcade: Wrath of the Mutants? How do you think it compares to other TMNT arcade brawlers? Were you a fan of the 2012 cartoon? Which character was your go-to and which of the many bosses was your favourite? Were you disappointed at how barebones the game was? Which TMNT videogame is your favourite and how are you celebrated the TMNT today? Whatever your thoughts, leave them below, check out my other TMNT content, and donate to my Ko-Fi to suggest another TMNT videogame for me to review.

Game Corner [Sci-Fanuary]: Mega Man 10 (Xbox Series X)


January celebrates two notable dates in science-fiction history: “National Science Fiction Day” on January 2 to coincide with the birth of world renowned sci-fi writer Isaac Asimov, and 12 January being when Arthur C. Clarke’s HAL 9000 was created. Accordingly, I dedicate January to celebrating sci-fi in all its forms.


Released: 8 August 2017
Originally Released: 1 March 2010
Developer: Inti Creates / Capcom
Metacritic Scores: 81 / 8.3

Also Available For: Nintendo Switch, Nintendo Wii, PlayStation 3, PlayStation 4, PlayStation 5, Xbox 360, Xbox One, Xbox Series S

Quick Facts:
In 2008, Mega Man godfather Keiji Inafune and Inti Creates returned the series to its 8-bit roots with a throwback title lauded for its old-school aesthetics and notorious for its abhorrent difficulty. Sales impressed enough for a sequel, which continued the 8-bit aesthetic but included an “Easy Mode” to make it more accessible. Alongside the returning Proto Man, Mega Man 10 added rival robot Bass in additional updates alongside new stages based on the Game Boy titles, and this downloadable content (DLC) was included in the second Legacy Collection. Mega Man 10 was well received and praised for its gameplay and accessibility, stage design and music, and how it improved on the previous game, though it was criticised for being too familiar and too short by some.

Gameplay and Power-Ups:
Like its predecessor, Mega Man 10 is a throwback to the 8-bit glory days of the Blue Bomber, though without all the distracting sprite flickering and slowdown. You battle eight initial stages and their “Robot Masters”, acquiring their “Special Weapons” before tackling Doctor Albert Wily’s latest death trap lair. Mega Man still sports a very stripped back arsenal, unable to slide, charge his shot, or gain additional armour as these abilities are divided between the other playable characters. All three have the same basic controls which, by default, see you firing your currently equipped weapon with X, unleashing a rapid-fire attack with B, and jumping with X or Y. Jumps are noticeably floaty when underwater or in space and players still replenish health and Special Weapon ammo by collecting capsules. While you can switch between Mega Man’s Special Weapons from the “View” menu, the Left and Right Bumpers allow for quick switching again and you can now save and visit the shop at Doctor Thomas Light’s lab from the stage select screen and after clearing every level (even Dr. Wily’s stages). You spend the screws you’ve collected on special items, such as restorative Tanks, 1-ups (both also found in stages) and helpers like Beat and Eddie (who save you from bottomless pits or dish out goodies, respectively). You also grab single-use items that protect you from spikes or double the damage you take, and an item that automatically refills whichever Special Weapon has the least ammo. The shop is much cheaper than in Mega Man 9 (though I was playing on “Easy Mode”) but also somewhat redundant as Mega Man 10 is noticeably easier. When in the “View” menu, you can activate your Tanks to refill your health and/or ammo and call upon Mega Man’s robotic canine companion Rush to spring you to higher ground or carry you across pits (until you hit a wall or the meter runs dry).

Each character sports unique abilities to alter the game’s thankfully less taxing challenge.

You can pick between Mega Man, Proto Man, and Bass from the start. Proto Man reflects projectiles with his shield, has a charged shot, and slides to avoid damage while Bass fires in all directions (when standing still), dashes, and combines with his robot dog, Treble, to don powerful armour. Bass is the weakest, however, and only Mega Man uses the returning Special Weapons from the Game Boy-inspired games. Special Weapons have little functionality outside of boss battles (I mainly used the Commando Bomb to destroy certain walls) but they make fighting Robot Masters a joke if you attack with the right ones. As ever, their abilities will be familiar to long-time players: the Chill Spike fires a freezing shot that leaves icicles on the ground for a short time, the Wheel Cutter sends buzzsaws travelling across every surface, and the Commando Bomb explodes and sends shockwaves on impact. The Triple Blade is a useful three-way shot, the Rebound Striker bounces about hitting anything in its path, and the Water Shield protects you and fires in a spiral spread. The Thunder Wool was probably the most troublesome Special Weapon as the thundercloud can be easily dissipated by enemies before it fires its lightning bolt. Some Special Weapons drain faster than others, though “Easy Mode” features a handy additional power-ups that fully restores your health and ammo. “Easy Mode” also reduces the damage you take and adds floating platforms over pits and some spike beds, greatly reducing the difficulty. Blade Man’s stage features see-saw-like platforms that carry you over spikes and pits, the time bomb platforms from Mega Man 6 (Capcom, 1993) return to help (and hinder if you linger too long), and you’ll run on treadmills in Sheep Man’s stage to temporarily activate platforms.

Alongside returning hazards and mechanics, some fun new gimmicks keep things fresh.

All the usual hazards return, including insta-death spikes, pits, flames, and slippery surfaces. Conveyor belts push you towards spiked walls in Solar Man’s stage, giant bubbles carry you to the same hazard in Pump Man’s stage, and shifting sand threatens to consume you in Commando Man’s stage. You must dodge or hop to speeding, kamikaze trucks in Nitro Man’s stage, drop down a few spike-lined shafts, and be sure not to linger when on Chill Man’s destructible ice cubes. Disappearing and reappearing blocks also show up (though you can usually use Rush Jet to bypass them), as do ladders and moving platforms. Sheep Man’s cyberspace-like stage features tetrominoes that disappear when you touch them (often dropping you to spikes or pits), Commando Man’s stage also features a unique sandstorm that pushes you along (and to your death if you’re not careful), and Pump Man’s stage sees you traversing pipes, having your jumps screwed up by falling water, and struggling against the flow of the murky underwater sections. Solar Man’s garish stage is more vertical, introducing fireball hazards from the walls and ceilings, and Dr. Wily’s fortress recycles most gimmicks to test everything you’ve learned. Dr. Wily’s tetrominoes and destructible blocks often lead to goodies, if you dare take the risk, and his third stage features a unique rising platform section where you must hop to pressure pads on either side to navigate insta-death spike fields. The see-saw platforms are underwater, where your jumps are floatier and you’re at greater risk of hitting insta-death spikes. When you climb ladders in his lair, enemies and hazards are placed to knock you off, though there are no horizontal autoscrollers or anxiety-inducing chase sequences to worry about here. Even the Legacy Collection 2’s janky-ass “save state” feature (which simply saves everything you’ve collected and returns you to your last checkpoint) is tolerable as Mega Man 10 is so much easier than the last game, meaning things are challenging but not frustrating and I enjoyed the chance to “get good” at the trickier sections. Die-hards can make things harder for themselves with “Normal Mode” or using Bass or Proto Man, but I’ll take a more relaxed “Easy Mode” any day over being needlessly stressed.

Presentation:
Like Mega Man 9, Mega Man 10 continues to ape the old-school 8-bit aesthetic of the NES games, though it seems the developers took more inspiration from the lauded Mega Man 2 (Capcom, 1988) this time. The sprites, especially in cutscenes, seem more basic than Mega Man 9’s and far closer to Mega Man 2’s. This doesn’t stop Mega Man 10 including nice, chunky, partially animated sprite art alongside its sprite-based cutscenes, though, with the story depicting Mega Man’s “sister”, Roll, getting sick and Dr. Wily first helping, then betraying, the heroes (only to be in their debt when he also gets sick). Mega Man’s sprite is otherwise unchanged from before, only blinking when idle and changing colour with Special Weapons, and still dramatically exploding upon death. He demonstrates each Special Weapon more thoroughly, however, the stage intros are a bit more detailed than before, and Proto Man even appears on the title screen. Mega Man 10 continues to showcase some super catchy chip tunes, nicely translates Bass from a 16-bit character to a chibi 8-bit anti-hero, and recreates the limitations of the NES even when it doesn’t have to (like placing larger bosses against a plain background, for example). Mega Man 10 is one of the rare Mega Man games to include five stages to Dr. Wily’s fortress rather than the usual four, thankfully separating the final battle against him to a unique area, one set about his ominous space station. Dr. Wily’s fortress is also bigger and more impressive than ever, the weapon select screen has been overhauled from the last game, and stages seem to be more detailed and varied compared to Mega Man 8, while still very much staying true to the simplicity of the NES titles.

The throwback graphics and quirky new stages shine all the brighter this time around.

Chill Man’s stage is full of gleaming, slippery surfaces and features looming, frozen pyramids in the background, which turns to night and is beset by a thick snowstorm. Nitro Man’s stage boasts the twinkling night sky and a futuristic city background and is apparently set on a bustling highway as aggressive trucks speed from both sides. Commando Man’s stage initially echoes Pharaoh Man’s stage from Mega Man 4 (Capcom, 1991), starting as a scorching desert, though it quickly becomes clear the sand is littered with mines and plagued by sandstorms. Blade Man’s stage is a medieval castle, with cannons visible on the outer walls and banners, columns, and gaping windows set into the brickwork. Strike Man’s stage was the most impressive and unique as it’s set in a football stadium. You start on the pitch, with empty seats in the background, and battle past the surprisingly aggressive lockers, hop to basketball hoop platforms, and blast rocket-powered footballs to reach higher ground (or pass under them when they sport spikes). Sheep Man’s stage was a bit of a mess with its constantly shifting, cyberspace-like foreground, but I enjoyed the PC desktop theme seen throughout, especially in the Pointan enemies. Pump Man’s stage seems to be a cistern or dank sewer, featuring murky water and lots of pipes to jump to. Haiker N’s clog some of these and the underwater current can mess with your movements. Solar Man’s stage was by far the most garish, featuring a vivid and ugly red backdrop to a mechanical foreground beset by spinning gears, glowing pipes, and lava. The exterior to Dr. Wily’s fortress is drenched by an all-too-brief downpour and the inside is a mechanical hellhole that features previous gimmicks. As ever, these are the last visually interesting stages as it’s all just a mess of mechanical bits and bobs and unnecessarily loud colours, but stage five does feature a unique layout where the entire background is upside down due to the gravity. Oddly, there’s no gravity based gimmick here, though your jumps are floaty and the final battle does see the Earth hanging upside down for a fun visual.

Enemies and Bosses:
The hard-hat-wearing Metalls return with three variants: the regular spread shot Metall, ones that fly using propeller hats, and Numetall variants that spit sticky goo. The machine gun-wielding Sniper Joe from Mega Man 9 returns, still hiding behind his shield and jumping to fake you out, as do the jet-powered Shield Attackers. The floating Suzys are also back, as are Mega Man 2’s Molmoles (both are great for “farming” resources), Shrimparages, and annoying Sprinklans (which reflect your regular shot). New enemies include a fireball spitting robotic antlion hidden in Commando Man’s desert, a sound wave-firing totem pole found in Sheep Man’s stages and baseball throwing Mecha Pitchans in Strike Man’s stake. Sentient axes try to hack you in Blade Man’s stage, snowman-like Kaoa Geenos toss their heads in Chill Man’s stage, and heavily armoured Oshitsu Osarettsus await in Nitro Man’s stage. We’ve got weird robotic brains that link to turrets or little tanks, searchlight robots that screw with the direction of conveyor belts, floating and stationary cannons, mechanical flowers than unleash a charged laser blast, and relatively harmless cubes that multiply when hit. There are four mini bosses to encounter here, with two being recycled in Dr. Wily’s fortress. You battle a mechanical goalpost twice in Strike Man’s stage, riding its heavy fists to blast its head while avoiding being electrocuted, and hop to Tricastle’s spiked platforms to blast its eyes in Blade Man’s stage. Fenix and Suzak appear twice and are fought in tandem, with the robo-birds taking turns spitting flames and darting from side to side, as does the Octobulb. This is a pretty unique fight as you must run on a treadmill to power-up blocks to hop to so you can blast its lightbulb-like head, though you must be wary of its minions and the sparks it sends around the arena when the power runs out.

Though uninspired, the new Special Weapons make mincemeat out of the Robot Masters.

As always, Mega Man 10 can be made more challenging depending on the order you fight the Robot Masters, though many are so ridiculously easy that you can decimate them in a few hits with the right Special Weapon (on “Easy Mode”, anyway). I fought Chill Man first, who is weak to Solar Blaze, but your regular Mega Buster will do just fine. He leaps about firing his Chill Spike, which either freezes you or forms spikes if it misses. While this Special Weapons doesn’t travel too far, it’s more than enough to cool down Nitro Man, who races back and forth on his motorcycle and tosses his gear-like Wheel Cutter, which travels across the floor and up walls. This makes short work of Commando Man, a bulky sprite who stomps around firing his Commando Bomb at the walls or floor to cause a shockwave. While Blade Man impresses by clinging to surfaces, flinging his Triple Blade and darting at you like a missile, the Commando Bomb is all-but-guaranteed to hit him no matter how nimble he is. The Triple Shot is so overpowered against Strike Man that he barely got a chance to move, let along toss his ricocheting Rebound Striker shot! And good thing, too, as these balls can be troublesome to avoid as they careen off every surface, a mechanic that’s perfect for the bizarre Sheep Man. Sheep Man transforms into four storm clouds to fire lightning bolts and bursts with electricity when on the ground, but you won’t have to worry about picking which cloud hides the real Sheep Man if you toss a few Rebound Strikers. Although Pump Man is weak to the Thunder Wool, his Water Sheild and large hit box mean the attack can be dispelled before it can properly fire. Luckily, Pump Man simply hops about and fires an easily avoided spiral in mid-air, meaning you can just unload with the Mega Buster’s autofire mode. Like Strike Man, Solar Man was a joke with the Water Shield, which shreds him before he can even think about unleashing Solar Blaze. As always, each Robot Master is fought again in Dr. Wily’s castle.

Despite one tedious boss fight, even the endgame is far more forgiving compared to the previous game.

Dr. Wily’s stage also features three simulators that unleash drone mimics of nine former Robot Masters to try your new Special Weapons on, alongside a new version of the Yellow Devil. The “Block Devil” slowly assembles from the blocks surrounding you, which can be tricky to dodge and are immune to all damage. Once formed, it floats up and down and fires a big plasma shot from its central core, which must be hit with either Rebound Striker or Thunder Wool. This battle is more tedious than challenging since it involves a lot of waiting around for the Block Devil to assemble and disassemble. The Crab Puncher prior to it is much more interesting, being a big, cartoonish robot crab that shields its vulnerable eyestalks with its pincers (which can also be destroyed) and spits froth-like projectiles. The Commando Bomb and Thunder Wool work well here but you can also use the floating, spiked platforms to blast its weak spots. When you reach Dr. Wily’s fourth stage, you face a two-phase battle against his large, intimidating, skull-faced pirate ship-like craft. Though it sports a large hit box and fires homing missiles from its back, you can hop to the gigantic missiles that fire from its mouth to unload on the skull-like face with Solar Blaze. After enough hits, Dr. Wily’s cockpit is exposed and the ship regenerates its health, now flying overhead and firing spiral projectiles and devastating lightning bolts. These are easily avoided, however, and the Water Shield deals big damage to the cockpit (though Triple Blade also works). After beating it, you stock up on resources and head to Dr. Wily’s space station for the final showdown, thankfully one of the easiest of any Mega Man game I’ve played! The feverish Dr. Wily attacks in his UFO-like capsule alongside an obvious decoy, both firing plasma orbs, sending shockwaves across the ground, or firing a larger projectile between them. Though they teleport away pretty quickly, the lower gravity gives you the edge you need to get high enough to attack with the Chill Spike.

Additional Features:
In the original release of Mega Man 10, there were twelve Achievements up for grabs, but Legacy Collection 2 features only three (with you earning one for beating the game with each character). You get additional Achievements by taking on Legacy Collection 2’s “Challenges”, however, which remix stages and hazards from the four games and present time trials and boss rushes that I had no interest in trying to beat. Legacy Collection 2 also includes borders, filters, a music player, sound test, and extra armour to reduce the damage you take. There are additional challenges in Mega Man 10 as well, from simple stuff like running ahead, climbing ladders, and defeating bosses to trickier objectives like avoiding damage, dying, or playing without your helmet. You can make the game harder with “Normal Mode”, tackle it as either Bass or Proto Man, and play three “Special Stages” based on three of the Game Boy games. These act as a coda to the main game, charting Mega Man’s escape from Dr. Wily’s exploding space station, and see you acquiring Special Weapons from those games (the explosive Ballade Cracker, the Mirror Buster energy shield, and the arcing Screw Crusher) and using them against the so-called “Mega Man Killers”, Enker, Punk, and Ballade.

Final Thoughts:
Given how much I struggled with Mega Man 9, I wasn’t optimistic about Mega Man 10. Even when I saw the “Easy Mode”, I had my doubts as Capcom’s definition of “easy” differs greatly from mine. However, I was pleasantly surprised to find that Mega Man 10 is challenging, but not impossible, and vastly more enjoyable as a result. Every complaint I had about Mega Man 9 has been addressed, with the game offering more chances to save, use the shop (which is much cheaper), and being much fairer with its obstacles. Things can get rough, of course, thanks to the knock back and many bottomless pits and insta-death spikes, but it never had me tearing my hair out even if there weren’t any “Easy Mode” safety nets nearby. Although the Special Weapons continue to find their most use against Robot Masters and once again fail to be very imaginative, I liked that Mega Man, Proto Man, and Bass all played differently (though it might’ve been nice to swap between them at will). Mega Man 10 looked, played, and “felt” far more akin to Mega Man 2, rivalling that game with its soundtrack and level variety at times. While Solar Man’s stage is an eyesore, I liked Strike Man’s stadium-themed stage and Blade Man’s medieval castle. I was happy to see Rush Jet once again be a viable way to bypass obstacles, and that some stages featured alternative paths, and that the final boss was split into separate sections to make it less aggravating. The Robot Masters were as colourful and lively as ever, if far weaker than usual, though Dr. Wily’s defenders left a lost to be desired. Still, I had a lot more fun with Mega Man 10 than I was expecting as the difficulty curve is far more manageable this time around, making it a worthy successor to the NES classics.

My Rating:

Rating: 4 out of 5.

Great Stuff

Do you agree that Mega Man 10 is superior to its predecessor, or did you find it too easy? Which character was your favourite to play as and what did you think of Mega Man’s new Special Weapons? Were you also glad to see the save function and shop be more accessible? Did you ever beat the game on “Normal Mode” and best the returning Game Boy bosses? Which sci-fi videogames are you playing this month? Use the comments section below to talk to me about Mega Man 10 and donate to my Ko-Fi to suggest more Mega Man content for the site.

Game Corner [Sci-Fanuary]: Perfect Dark (Xbox Series X)


January celebrates two notable dates in science-fiction history: “National Science Fiction Day” on January 2 to coincide with the birth of world renowned sci-fi writer Isaac Asimov, and 12 January being when Arthur C. Clarke’s HAL 9000 was created. Accordingly, I dedicate January to celebrating sci-fi in all its forms.


Released: 4 August 2015
Originally Released: 22 May 2000
Developer: Rare
Metacritic Scores: 97 / 8.3

Also Available For: Nintendo 64, Nintendo Switch, Nintendo Switch 2, Xbox 360, Xbox One, Xbox Series S

Quick Facts:
One of the biggest UK-based videogame developers, Rare cemented their legacy with the classic first-person shooter (FPS) GoldenEye 007 (1997) but lost the James Bond license to Electronic Arts (EA). Taking inspiration from science-fiction movies and television shows, Rare crafted an original sci-fi shooter that vastly improved upon GoldenEye 007’s game engine and mechanics. Perfect Dark’s development was tumultuous and taxed the Nintendo 64 hardware, resulting in plans to incorporate the Game Boy Camera and Transfer Pak being scrapped. Perfect Dark was met with critical acclaim, though a spin-off was cancelled and the game’s prequel was universally derided.

Gameplay and Power-Ups:
As the spiritual successor to one of the greatest first-person shooters ever made, it should be no surprise that Perfect Dark focuses on gun combat, stealth, and accomplishing various objectives across its nine missions. While the game allows two players to play solo simultaneously with one of its controller settings, allowing one to move and interact and the other to aim and shoot, Perfect Dark also offers co-operative play and “counter-operative” play, in which players actively try to interfere with each other in a single playthrough. “Perfect” Agent Joanna Dark is a spy working for the Carrington Institute, allowing GoldenEye 007’s mechanics to be expanded upon and refined. Though you can change the controller setup, I always found the “classic” controls to be the best so I was interacting with the environment (opening doors, activating consoles, and such) with A, cycling through weapons with B and Y, manually reloading with X, and using the Right Bumper to switch to my weapon’s secondary function. The Left Trigger aims, the Right Trigger fires, and I crouched behind cover (crates, desks, and such) by pressing in the left stick. You can also toggle a few options from the menu (such as the crosshair, auto aim, and the blood), create and name multiple save files, and pick from three difficulty settings. As in GoldenEye 007, these not only increase the intelligence and durability of enemies but also add additional objectives to each mission to provide a greater challenge. Upon clearing a mission, you’re presented with your performance, which tracks how long you took, your accuracy, your kills, and other stats and also displays any cheats you unlocked. As Perfect Dark is a more futuristic setting than GoldenEye 007, Joanna utilises shields to extend her health, slows time with the “Combat Boost” item, and utilises gadgets like infrared goggles and various scanners to detect objectives. However, like Bond, Joanna fails missions if she destroys key equipment or kills too many innocents, so you can’t be too trigger happy.

Joanna utilises some familiar, and alien, weapons to complete objectives and clear missions.

Anyone who’s played GoldeneEye 007 may be familiar with some of Joanna’s weapons. The standard issue Falcon 2 isn’t a million miles away from the Walther PP7 or the DD44 Dostovei, the DY357 Magnum is functionally identical to Bond’s Cougar Magnum, the super powerful RC-P120 is essentially an upgraded RC-P90, and Joanna also utilises grenades and various mines. Joanna also gains a wrist laser, a hunting knife, and utilises a sniper rifle in the second mission, alongside blasting enemies with a high-powered shotgun and blowing attack choppers out of the sky with a rocket launcher. There are plenty of new toys to play with as well, such as a wrist-mounted crossbow, a gun that masquerades as a laptop, the super fun Cyclone machine gun, and high-powered assault rifles that seem ripped right out of Aliens (Cameron, 1986). Thanks to its sci-fi narrative, players also wield various alien weaponry, such as the super slick Maian firearms and the more destructive weapons used by the vicious Skedar. These include the sniper-like FarSight XR-20 with its infrared mode and wall piercing rounds, the rapid-fire Callisto NTG, and the grinder-like Mauler. Every weapon has two functions, with the primary fire being a standard shot and the secondary varying between weapons. While most pistols have a melee function, Joanna can punch out or disarm targets, kill or subdue, or switch to a weapon’s explosive shot. This makes your Dragon a grenade launcher or allows you to toss it as an explosive, lets you deploy the Laptop Gun as a sentry or expel an entire Cyclone clip, has the MagSec 4 fire a three-burst round, and sees some weapons to lock-on to targets. The RC-P120 comes with a limited cloak, the shotgun can be switched to a double shot, and the K7 Avenger can highlight nearby threats. It’s fun discovering each weapon’s secondary mode and you can hold multiple weapons at once, and even bring up a weapon wheel, though your arsenal switches out between missions and some unlockable weapons don’t have secondary modes. Joanna can also utilise explosive crates and barrels, hoverbikes, and even turrets to help take out or bypass enemies, though sometimes you’ll need a stealthier approach. At least two missions (on “Agent” difficulty) require you to change into an outfit and hold off from killing to infiltrate areas, which is fun even with the time limit, and you must sometimes bring explosive crates to cracked walls to progress.

Even simple missions have multiple objectives and some obtuse puzzles to solve.

Some missions see you escorting a non-playable character (NPC), like the sentient laptop Doctor Caroll, or pushing the unconscious Maian “Elvis” to safety in Area 51. Elvis fights alongside you numerous times, gleefully taking out enemies from afar and up close and activating alien technology to open new paths for you. Joanna also works alongside Jonathan Steinberg of the Central Intelligence Agency (CIA) at one point and has to get the United States President to safety more than once. Thankfully, these NPC allies are more capable and durable than Natalya Simonova and are often protected by shields. Your objectives change depending on the difficulty you’re playing, but generally you must reach certain areas (lifts, rooms, etc), disable security systems (either manually, with a device or by decoding a password, or by coercing nearby NPCs), obtain items (key cards, evidence, disguises, prototype weapons, etc), and reach the exit. Sometimes, you’re given or must obtain a weapon that must be saved to complete your objectives, such as tossing a timed mine to detach a spacecraft from Air Force One or affixing target amplifiers to the correct Skedar ruins. Other times, you must reprogram service robots, capture (non-lethally subdue) or eliminate specific targets, such as the President’s clone or malicious dataDyne Corporation executive Cassandra De Vries. You must go to infrared to cover Elvis as he activates teleportals on an alien ship, switch to the CamSpy to photograph targets or listen in on meetings, rescue hostages when the Skedar infiltrate the Carrington Institute, and eliminate the monstrous aliens to gain control of their attack ship. By far the worst mission, for me, has always been “Chicago – Stealth”, which sees you recover your equipment, create a division by setting a taxi to explode, avoiding an indestructible drone, and sneaking into the G5 building before the guards lock the doors. You must also prepare your escape route, place a tracking device, and avoid killing the undercover CIA agents. “Crash Site – Confrontation” is also tricky as it’s a very wide, open area full of enemies, turrets, and cliffs you can fall down. While the radar helps, it’s easy to get lost or accidentally kill the wrong President, and tricky to find your way at times. “Skedar Ruins – Battle Shrine” can also be needlessly obtuse at times with its narrow passages, dark, maze-like interiors, and randomly generating which ruins must be targeted each playthrough.

Presentation:
Everything that made GoldenEye 007 an instant classic returns in Perfect Dark, but amplified and refined thanks to the game utilising the Nintendo 64 Expansion Pak. While characters’ mouths don’t move in cutscenes, all cutscenes are fully voiced and there’s a greater emphasis on narrative here, with some missions being interrupted by cutscenes to change the environment and objectives. While Joanna isn’t nearly as iconic as Bond, she’s a decent character, with some wit and snark about her, though she’s outshined by the smart-mouthed Elvis whenever they’re paired together. While it might not seem like a big deal now, Perfect Dark has so many fun little touches that make it and impressive game, such as Joanna visibly (and uniquely) reloading each weapon, her vision going blurry when hit by melee attacks, and her talking and reacting to events and NPCs as you play. Enemies are more expressive than ever, shouting when they spot you, jumping for cover, limping and screaming and running when shot at, and not only even surrendering but also double crossing you at times! You can disable the blood but you really shouldn’t as blood now splatters on the environment and enemy bodies even stay on the ground, allowing you to easily see where you’ve been. Enemies also punch and kick up close, rush to alarms, sometimes utilise a cloak or shield, and non-lethal NPCs sometimes betray you when you coerce them. Glass shatters when you shoot it, areas are sometimes plunged into darkness, and environments are littered with little touches, from wine cellars, pictures, desks, and consoles to bizarre alien architecture and sprawling, futuristic laboratories. Unlike GoldeneEye 007, which sometimes struggled when too much was happening, Perfect Dark is slick and stable no matter how many enemies are coming for you and the textures (while retaining that signature blocky aesthetic) are more detailed and varied than ever, with Joanna and her enemies switching up their outfits and weapons each mission.

The game improves everything over its predecessor to be, perhaps, the greatest FPS on the N64.

Perfect Dark also boasts a hub world, the Carrington Institute, where you can freely explore the controls, chat with NPCs, and even test your shooting skills at the range. This area is repurposed for one of the game’s final missions, which is a great touch as it’s quite harrowing seeing the normally serene hallways crawling with Skedar. Joanna’s assignment starts simple enough with her infiltrating the towering dataDyne skyscraper, an area you must first descend into and then escort Dr. Carrol through after liberating him from the shiny, high-tech (if repetitive) labs beneath the structure. After that, Joanna takes out snipers and eliminates dataDyne soldiers who’ve captured Daniel Carrington at his villa, exploring his luxurious abode and reactivating the wind generator. While Perfect Dark owes a lot of its visual identity to Blade Runner (Scott, 1982), this is most keenly felt in “Chicago – Stealth” where you’re on the rainswept streets of a cyberpunk city filled with skyscrapers and dingy alleyways. The interior of the G5 building isn’t much to shout about but things pick up when you infiltrate Area 51, with you bypassing the outer defences and taking a freight elevator down to the futuristic lab where scientists are preparing to eviscerate Elvis. Joanna also explores a couple of snowy environments that put GoldeneEye 007’s “Surface” missions to shame, with “Crash Site – Confrontation” being an intimidatingly large map filled with smouldering debris from the crashed Air Force One and alien ships. Air Force One recalls GoldenEye 007’s claustrophobic “Train” mission but hides some fun nooks and crannies to explore, alongside a tense escort mission as you get the President to his escape pod. Once the alien plot really kicks in, you’ll be exploring the sprawling ocean vessel Pelagic II before forming a brief and ill-fated partnership with Cassandra aboard the Skedar attack ship. This sees you running around the ominous, threatening alien craft with few resources but soon backed up by Maian reinforcements. Finally, you explore some ruins on the Skedar home world, a surprisingly restricted, arid landscape full of ancient structures and canyons, where cloaked Skedar roam and their hidden army awaits in an alien lab.  

Enemies and Bosses:
Joanna’s primary opposition throughout the game, even when the Skedar come to the forefront, are the various soldiers of the malicious dataDyna Corporation. These come in a few different forms and wield various weapons, such as regular infantryman carrying CMP-150s, masked shock troopers using Dragons, and green-clad troopers. Cassandra is protected by female, shotgun-wielding bodyguards and snipers patrol the rooftops of Carrington’s villa. G5’s various guards are functionally similar, though many give you the run around with their cloaking devices or are quick to sound alarms when they spot you. DY357 Magnum-carrying Federal agents appear in “Chicago – Stealth” alongside a high-powered, shielded drone that’ll gun you down on sight, while Area 51 is protected by various troopers carrying MagSecs, grenades, and SuperDragons. You must also contend with technicians who try to drug you, corrupted Secret Servicemen who riddle you with Cyclone bullets on Air Force One, and towering, blonde-haired brutes who are actually Skedar in disguise! The Skedar come two forms: a smaller, less threatening minion and the larger, much more vicious warriors. While the smaller Skedar appear in packs, the larger ones can be cloaked and carry the devastating Reaper and Slayer, as well as biting and slashing up close. Still, most enemies can be put down with a few good shots, or immediately with a bullet to the head, but you must always be wary of enemies appearing from previously locked doors, taking cover behind barricades, tossing grenades, or swarming from thin air when alarms are raised.

Just about the only area the game doesn’t shine is the lack of bosses, where the Skedar king stands alone.

Like GoldenEye 007, there aren’t really any traditional bosses in Perfect Dark, with some exceptions. When playing “dataDyne Central – Extraction” on “Special” or “Perfect” Agent, you must grab a rocket launcher to blow an attack chopper out of the skies before it cuts you (and/or Dr. Carrol) to shreds. G5’s robot drones can also cause a headache as, while the drones in “Crash Site – Confrontation” can be destroyed (unlike the one in “Chicago – Stealth”), their laser cannons are tough to avoid and you must be quick (or discover the higher path) lest the President is executed. Turrets also appear (though less frequently than in GoldenEye 007) and you’ll run into the corrupt Trent Easton a couple of times (though he ultimately dies in a cutscene). The Skedar that patrol “Attack Ship – Covert Assault” are particularly difficult to deal with as you don’t have a gun or much ammo, forcing you to rely on your knife or fists. Cassandra’s bodyguards must all be eliminated to clear the final part of the first mission, and the towering blonde men could be said to be mini bosses despite how easily they go down. Indeed, the only true boss is the Skedar king fought at the end of the game. After escaping the labyrinthine caves and eliminating his secret army, you battle the king in a throne room of sorts, dodging his rockets and projectiles and taking out any minions he spawns. You’ll quickly see that the king is protected by an impenetrable shield; however, you can significantly weaken this with a charged shot from the Mauler. This sees the king take a few seconds to regenerate, in which you must fire another charged shot at the spiked obelisk behind him. Repeat this enough times, chipping away at the ruin, and a cutscene eventually plays in which the Skedar king is crushed and the day is saved. Three more Skedar kings appear in a bonus mission where you play as a Maian soldier; though these can be fought more traditionally, they’re by no means less lethal.

Additional Features:
There is loads to unlock in Perfect Dark and loads of replay value packed into the game. Every mission hides a mysterious piece of cheese that, while useless, is fun to spot. You can tackle every mission on different difficulties to challenge yourself, visit different areas, and accomplish different, more difficult objectives. You can play the main campaign alongside (or against) a friend and explore the Carrington Institute hub world and take on a series of tutorial training scenarios that not only teach you the basics and complexities of the controls but also unlocks a virtual reality duelling simulator where you engage in firefights with various characters. There’s also a shooting range where you’ll unlock classic GoldenEye 007 weapons if you achieve a “gold” rating and, like in that game, clearing missions with fast times on various difficulties unlocks some fun cheats. These grant you invincibility, extra shields, unlimited ammo, and all guns but also enlarge characters’ heads, speed up your punches, shrink characters, and allow you to play as Elvis! Clearing the game on each difficulty unlocks bonus missions, such as another visit to the dataDyne tower, this time as Mr. Blonde (in possession of a limited cloak) to apprehend Cassandra, a return to the Skedar home world (as and alongside Maians) to defeat three more Skedar kings, and another mission where Elvis battles through the G5 building. This version of the game also comes with twenty Achievements, with three earned by beating all three difficulty settings, one for clearing the first mission, one for completing one mission in co-op and another for clearing a mission in counter-operative mode, and another for killing enemies in various ways. You’ll also get Achievements for destroying Carrington’s wine collection, destroying five security cameras, and earning all the leaderboard crowns. Additionally, Rare Replay (Rare, 2015) features bonus materials related to the game and you can create save states when playing on the Nintendo Switch.

Unlock extra modes, classic guns and cheats, or tackle the addictive deathmatch simulator!

Like GoldenEye 007, Perfect Dark also boasts a multiplayer deathmatch mode, the “Combat Simulator”, though again this is vastly improved! Now, you can not only select a character to play as but can also customise them to your liking, setting up weapon load outs (or choosing from a preset list) and setting kill, time, or score limits, handicaps, and even the music. There are loads of game options to pick from, such as a standard free-for-all and team-based deathmatches, one-hit kills, slow or fast movement, disabling the radar and/or auto aim, and highlighting players or items. You can play a couple of “capture the flag” variants where you either claim a briefcase or capture an enemy base, score points by hacking terminals, or pursue a randomly selected target. There are sixteen maps to play on once you’ve unlocked them all, with all but three reusing and recycling assets from the main game. Honestly, you won’t be playing on any of these maps as the classic GoldenEye 007 “Facility” map has been recreated as “Felicity” and is the only map you’ll ever need (though two other classic arenas are also available). At the end of each round, all players receive some stats showing how well they played and are given a ranking that either commends them or chastises them for “camping” or playing dishonourably. Perhaps the best aspect of the Combat Simulator is that you don’t need friends to play as you can customise “Simulants” of various difficulties to play alongside or against you, changing their behaviour and weapons to suit your gameplay. There are also thirty challenges to complete in this mode, with you awarded up to three stars for completing them, which task you with playing each loadout against different Simulants with different weapon sets and rules. This sees you playing king of the hill with only pistols, using cloaking devices and N-Grenades, fighting in slow motion, or desperately trying to keep hold of the briefcase while one-hit kills are enabled. I wasted so much time on this mode back on the Nintendo 64 and it’s honestly such a blast to play that it baffles me more online only, asymmetrical games didn’t include this for offline single player.

Final Thoughts:
As a massive fan of GoldenEye 007 as a kid (and to this day), I naturally snapped up Perfect Dark for the Nintendo 64 and played it to death. I marvelled at how visually superior it was to is predecessor, how the controls and gunplay were refined and enhanced, and at how much more lively and interesting enemies and environments were. I loved how packed full of little details and content the game was, from the co-op and counter-operative modes, to the unlockable cheats and weapons, to the incredibly addictive Combat Simulator and it’s other challenges. Decades later, I jumped at the chance to experience the game in high definition as part of Rare Replay and I wasn’t disappointed. The graphics and gameplay had only been enhanced further, resulting in a slick, smooth game that makes shooting baddies and saving aliens a blast. However, Perfect Dark has some flaws. The improved graphics highlight the odd textures, some areas are either too dark or you’re blinded by lights, and some missions can be needlessly challenging since the objectives are so obtuse. I’ve never been a big fan of Joanna either and find her a bit obnoxious and annoying, but the main reason Perfect Dark loses out on a perfect score is simply that it isn’t GoldenEye 007 and I always found myself choosing that game over this one because of how powerful nostalgia is. That’s definitely unfair as Perfect Dark is a five-star game, but I’ve always felt a touch of sadness that it wasn’t a true GoldenEye 007 sequel. Still, this is a fantastic FPS game and perhaps the best FPS on the Nintendo 64. The sheer amount of unlockables and options make it well worth the money and it’s one of the few games that really got the most out of the console. While it’s a shame it released too late in the day to make as big an impression as GoldenEye 007, I always enjoy revisiting it and have a greater appreciation for it now than I did as a teenager.

My Rating:

Rating: 4 out of 5.

Great Stuff

Were you a fan of Perfect Dark? Do you agree that it’s better than GoldenEye 007 in every way except for nostalgia? What did you think to Joanna’s character and the improved graphics? Were you a fan of the bonkers sci-fi plot or did you find it a bit out of left field? Which mission and/or weapon was your most or least favourite? ere you a fan of the Combat Simulator? Would you like to see more of Perfect Dark and what are some of your favourite sci-fi-orientated videogames? Tell me what you think about Perfect Dark in the comments, then check out my other sci-fi content, and support me on Ko-Fi if you want me to play more Perfect Dark videogames.

Game Corner [Sci-Fanuary]: Mighty Morphin Power Rangers: Rita’s Rewind (Xbox Series X)


January celebrates two notable dates in science-fiction history: “National Science Fiction Day” on January 2 to coincide with the birth of world renowned sci-fi writer Isaac Asimov, and 12 January being when Arthur C. Clarke’s HAL 9000 was created. Accordingly, I dedicate January to celebrating sci-fi in all its forms.


Released: 10 December 2024
Developer: Digital Eclipse
Metacritic Scores: 70/ 6.3

Also Available For: Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

Quick Facts:
Cobbled together from the Japanese tokusatsu series Gosei Sentai Dairanger (1993 to 1994) and Ninja Sentai Kakuranger (1994 to 1995), Mighty Morphin Power Rangers (1993 to 1996) was a cultural phenomenon back in the day whose violence outraged parents. After years of Power Rangers videogames of varying quality, Digital Eclipse produced this throwback title that was inspired by classic arcade titles and stood as another effort to honour the legacy of the franchise.

Gameplay and Power-Ups:
Mighty Morphin Power Rangers: Rita’s Rewind is a 2D, arcade-style beat-‘em-up that takes more than a few inspirations, graphically and mechanically, from Teenage Mutant Ninja Turtles: Shredder’s Revenge (Tribute Games, 2022), to the point where I thought they were developed by the same people, and a similar 2D throwback brawler, Mighty Morphin Power Rangers: Mega Battle (Bamtang Games, 2017). Inspired by Mighty Morphin Power Rangers: Once & Always (Haskell, 2023), the game sees a robotic version of Rita Repulsa travel to the past to team up with her younger self and use her future knowledge to destroy the Power Rangers. Initially, players pick from one of the five brightly coloured Power Rangers and battle across multiple stages split into “Episodes”, encountering many recognisable enemies from the show. While all the Power Rangers control the same, some start with higher attack power and lower defence, some charge their special meter faster, and others deal less damage but are more durable. Defeating enemies and smashing stuff earns you points and Power Coins, which are tallied up at the end of each stage and used to upgrade stats, meaning the only thing that separates the Power Rangers by the end are their Dinozords and the weapons they bust out during combos (Zack Taylor/The Black Ranger, for example, briefly freezes enemies with his Power Axe). Gameplay couldn’t be simpler, with players attacking with X, jumping (and double jumping) with A, and dashing by double tapping the directional pad or control stick. Pressing X in mid-air executes either a flying kick or downward attack, pressing it while dashing unleashes a dash attack, and you throw enemies if you attack up close. Pressing up and X does a rising attack and pressing X and Y executes a power attack that drains your health if it lands. You can also press B to dodge attacks, which helpfully renders you invulnerable.

Team up with friends to wade through hoards of enemies as the colourful Power Rangers.

Attacking enemies builds your super meter, allowing you to perform a screen clearing attack with Y once it’s full that sess your Power Ranger call upon an airstrike from their Dinozord. You replenish health by collecting junk food found in crates and such and can temporarily boost your attack power and speed by collecting lightning power-ups. You can also use environmental hazards to damage or defeat enemies, smashing explosive barrels, hitting girders, tossing them into pits and graves and such (though these hurt you, too). While most of the gameplay is classic, mindless beat-‘em-up action, with you going from left to right or riding an elevator filled with waves of enemies, the loop is broken up in some stages. You’ll ride a rollercoaster in both 2D and from a third-person perspective, blasting Putties from the sky and destroying their projectiles, and race down highways on their Battle Cycles. These sections see you holding X to blast vehicles, jumping with A, dodging with B, and unleashing a super attack with Y. You can ride up ramps for additional power-ups, such as health, a shield, and limited, more powerful shots. These mechanics are mirrored in the Dinozard sections, which see you bounding through canyons (or flying over them with Kimberly Hart/The Pink Ranger) blasting enemies, projectiles, and structures. You can grab a faster double shot and some homing missiles to help you out, but these auto-running sections can be somewhat clunky, especially when you must hop over water or gaps or to platforms. While most enemies are optional in these sections, it’s recommended you clear out rocks and mechs to make life easier. You’re also forced to tackle Rita’s giant, arachnid diggers and destroy the generators powering her dig sites. You must also chase Rita’s enlarged minions and tackle them in awkward first-person battles that took me a while to get the hang of. These see you dodging projectiles and thundering towards your target, only for them to leap out of the way or dash in for a strike that can be difficult to avoid if you’re not paying attention.

Though the action is satisfying and varied, the Megazord sections can be clunky.

Initially, there are three difficulty levels in Rita’s Rewind, with harder difficulties limiting your continues. I played on “Easy”, which gives you three lives and unlimited continues, though you must replay the entire stage from the start if you exhaust all your lives (however, any collectibles are saved). As if Rita’s nigh-inexhaustible Putty Patrol isn’t bad enough, you must dodge boulders, pits, falls off rooftops, and bombs tossed by Putties. Putties also toss “Time Disruptors” that rewind time if not destroyed, respawning enemies, and Rita and her minions also deploy similar devices to screw up level layouts for the Dinozords and Battle Cycles. At one point in the carnival, bombs drop before the Ferris wheel, invincible Putties charge across the football field in the “Park” stage, and brainwashed Tommy Oliver/The Green Ranger’s Dragonzord rains missiles and fires a massive laser from the background as you traverse the Angel Grove rooftops. Between stages (or by pressing Y from the map screen), you can visit the juice bar at the Angel Grove Youth Centre to chat with non-playable characters (NPCs), switch characters, and check out the mementoes you’ve found or play some arcade games (once you find their parts). These are simple distractions that mirror the likes of Mortal Kombat’s (Midway, 1992) “Test Your Might” sections and Spy Hunter (Bally Midway, 1983). Each stage has secrets and challenges you to finish it without dying and to achieve an S-rank for extra points and occasionally hides a “guest star” to rescue. Generally, Rita’s Rewind isn’t very challenging (on “Easy” mode, at least), though I did find the Dinozard sections and boss battles aggravating. They’re a strange mishmash of autorunners and rail shooters, meaning I often took damage or fell into water trying to blast stuff that was just out of reach. It also took me a while to figure out the Megazord fights, eventually having better luck by mashing A and X to pound the giant bosses and dodging when their eyes glow. Luckily, there’s no way to fail these battles as you have infinite health, but your Power Sword charge meter will deplete as you take damage, meaning the fight continues until you master the dodging and attacking.

Presentation:
Rita’s Rewind is absolutely top-notch in its visuals, which have the same chunky, well animated and colourful sprite work as Shredder’s Revenge. Each stage begins with the Power Rangers in their civilian forms and transforming before the action starts, each Power Ranger has an idle taunt (and a manual one, activated by pressing Y when your super meter isn’t full), and voice clips pepper the action. Cutscenes are brought to life using the in-game sprites, larger portraits, and dialogue boxes, with Zordon and Alpha 5 often alerting you of incoming threats and the story largely retells a condensed version of the first twenty-one episodes of the original series. The game starts with the five Power Rangers receiving their powers and defending Angel Grove from Rita’s forces and retells their first encounters with Goldar and their battles against the Green Ranger, before they head to the Moon to confront Robo Rita and safeguard the timeline. The game is filled with rocking tunes to punctuate the non-stop action, including an awesome rendition of the iconic Power Rangers theme for the Megazord battles and a remix of Farkas “Bulk” Bulkmeier and Eugene “Skull” Skullovitch’s slapstick theme. There are some fun little Easter Eggs peppered throughout each level, such as graffiti, Putties sitting in the bleachers or messing about at the carnival, four turtles wandering in toxic waste, and laundry being aired on the rooftops. The juice bar changes as you progress and rescue NPCs and even gets attacked during Episode 4, Punk Putties headbang to blaring boomboxes, and long-time fans should get a kick out of seeing the original series’ locations brought to life in colourful 16-bit. While the game performs incredibly well, offering non-stop beat-‘em-up action from start to finish, I was forced to do a soft reset when I got stuck on the environment during a transition on the subway train.

A visually impressive and action-packed arcade throwback that does the franchise proud.

The game opens with an animated sequence and an unwinnable battle against Robo Rita’s forces in her grandiose citadel in a retelling of Once & Always that shows what might’ve happened if Robo Rita had succeeded in her plot. You then fight through the desert-like canyons outside of Zordon’s headquarters, passing cactus plants, tumbleweeds, train tracks, and falling boulders before reaching downtown Angel Grove. Putties emerge from garages, spray paint walls and storage containers, and hop from trucks. While fighting across the rooftops, you’ll pass by air conditioning units, billboards, and birds, cross gaps with wooden planks and smashing apart rooftop dining areas. This section is made more dangerous on your second visit thanks to the Dragonzord lurking in the background, while your second visit to downtown Angel Grove sees you head to the subway to battle through a speeding train, which makes regular stops to pick up new enemies and forces you to hop to each carriage to progress. You visit an industrial waste site where the sky is clogged with pollution, toxic waste is strewn all over, and enemies hop from overhead pipes and gantries. The carnival stage was probably the most visually impressive, featuring various attractions and rides in the background, such as shooting ranges and such, before featuring a high-octane autoshooter on a speeding roller coaster and transitioning to a foggy graveyard to battle Bones. Sadly, the Battle Cycle and Dinozord sections are very visually repetitive, taking place on speeding highways and in the same canyons, with Rita’s facilities being identical in each Dinozard section. Things are made a little more interesting when you’re chasing down the Dragonzord as you must blast past the drones blocking the blast doors and confront the Green Ranger and his mech on the beach (and partially in the sea). Rita’s palace may be somewhat simplistic in its gothic atmosphere, but the Earth (and space) looms in the background and the final boss arena gradually explodes and changes as you fight.

Enemies and Bosses:
Naturally, Rita’s army is mostly the Putty Patrol, bizarre, clay-like humanoids who come in various colours. The regular grey Putties are little threat, throwing punches and grabbing you if you get too close, but they can toss boulders, tyres, crates, and Time Disrupters. Their ochre-toned variants whip out time bombs, the cyan ones charge across the screen with blade arms, and the black Putties are much tougher, busting out combos and air attacks not unlike your own. Putties also race along the highways trying to ram you in cars, Punk Putties dance near boomboxes, and Clown Putties ride giant, inflatable balls. There’s also a bigger, tankier Putty who takes a lot of hits and performs a dashing grab, shaking and slamming you if they grab you, and a wrestling variant that looks strangely familiar. The Putties are often joined by Tengu Warriors, bird men who flutter above and try to slam onto you or fire their razor-sharp feathers in a spread. I had trouble hitting them in mid-air so found it easier to dodge their downward attack and fly in with a dash attack. A whole bunch of drones and aircraft appear in the Dinozord sections, with larger craft scooping up crystals and large, spider-like diggers tearing up the landscape. These cause earthquakes and fire a green laser from their central core, which you must destroy to progress. Similarly, you must avoid the indestructible laser drones guarding the generators powering Rita’s mines and awkwardly strafe left or right to target power nodes on the generators. Crabby Cabbie also appears in one of the Battle Cycle sections, requiring you to use the boost pads to chase him down and destroy him while dodging the landmines he litters across the road.

Classic series antagonists show up as surprisingly formidable boss battles.

Long-time Power Rangers fans will surely recognise many of the bosses, three of which are fought in enlarged forms. Naturally, Goldar is first, attacking on the streets with sword swipes, fireballs, and a flaming ground attack later echoed by Chunky Chicken. Goldar’s enlarged form sets the standard for these encounters, with you first chasing after him in your Dinozord, blasting him and hopping over shockwaves or dodging projectiles before battling him in the Megazord. No matter which enlarged enemy you fight, these battles are always the same: you must dodge left or right to avoid their projectiles and dash attack (sometimes dodging to the opposite side when their eyes glow), landing blows when up close, charging in with your rocket punch, and finishing them off with the Power Sword by mashing buttons. The Dragonzord fight mixes things up by forcing you to blast the Green Ranger as he teleports about rocks in the water, which eventually lowers the Dragonzord’s shield so you can attack. Chunky Chicken first attacks on the ground, using portals to attack with his giant scissors, before teaming up with Turkey Jerk, who tosses bombs. They also perform team attacks where Chunky Chicken restricts your controls by flapping his wings and Turkey Jerk either rapidly dashes between portals or spins around firing his laser. Big Eye first appears during the rollercoaster section, spitting smaller eyes that you must blast from the sky, before racing away through the canyons, spewing eyes across the ground, raining them from above, and firing lasers. The skeletal warrior Bones is a surprisingly formidable opponent fought three times in the cemetery and losing more of his body as you progress. At first, he echoes Goldar with an energy wave attack from his sword, then he spews flames, produces duplicates to confuse you, and finally flies across the screen as a line of skulls, flittering about as a disembodied skull that can be difficult to hit.

The Green Ranger and Robo Rita represent some of the tougher, more interesting battles.

Madame Woe was also a bit of a challenge as she freezes you with her icy breath to leave you vulnerable, ensnare you with her hair to electrocute you, and retreats to the background to fill the arena with rushing water. After avoiding the Dragonzord’s attacks, you battle the Green Ranger on the rooftops of Angel Grove, with him mirroring your attacks, throwing up a green shield to become immune to damage, and using his Dragon Dagger to call in support from his mech lurking in the background. Rita’s citadel is a gauntlet on its own as it’s full of every regular enemy you’ve fought so far and few restorative items, meaning you can be in a bad spot when you confront Robo Rita in a repeat of the opening battle. This sees her spawning a slew of Putties using the two generators on either side of the arena. These must be destroyed to bring Robo Rita into the fray, though she poses a significant threat as she blasts you away with red lightning from her sceptre if you get close and protects herself with a shield. You must reflect the flaming projectiles she fires back at her, which I found extremely finicky as the timing has to be just right. It doesn’t help that she sometimes fakes you out, or that she unleashes an energy burst before retreating. Her fireballs increase in speed as you deal damage and are thrown in an arc once her machine is destroyed, though this makes them easier to hit. She sporadically raises and lowers her shield, floats about, and spawns chunky Putties in this final phase, though I found she was easier here than in the first two phases.

Additional Features:
There are thirty-one Achievements up for grabs in Rita’s Rewind, with Achievements being awarded every time you defeat a boss and/or clear an Episode. You’ll get another Achievement for playing as every Power Ranger at least once, juggling an enemy ten times, and landing a 25, 50, and 75 hits combo. Tossing an enemy into an open grave or into a falling boulder nets you two more, earning a high score on each of the arcade games grants you another, and you’ll also get Achievements for beating “Hard” and the unlockable “Headache” mode. Each stage has secrets to find, usually by smashing parts of the environment, represented by mementoes and special guest stars. Finding them earns you additional Achievements and adds new NPCs to the juice bar, as does completing every goal for every stage (meaning you must finish every level without dying once to get all the Achievements). You’ll unlock the Green Ranger after clearing the game but, sadly, there’s no White Ranger or other skins available here. You can enable various filters and play online, though there are no Achievements tied to co-op play, and can freely replay any stage after clearing the game (though you’ll need to start a new save file to change the game’s difficulty) and tackle a time trial-esque mode.

Final Thoughts:
I was a pretty big Power Rangers fan back in the day, so I’m always interested when new videogames come out based on the franchise, especially when they’re arcade-style beat-‘em-ups like this. Mighty Morphin Power Rangers: Rita’s Rewind is a great companion to Shredder’s Revenge, echoing the art style and combat mechanics of that game and being as fitting a tribute to the franchise. While much of it is derivative of Shredder’s Revenge and Mighty Morphin Power Rangers: Mega Battle, Rita’s Rewind is still a great brawler for fans of the genre and the franchise, offering fast-paced, action-packed levels that lovingly recreate the look, feel, and cheesy spirit of the original series. While it’s a shame there’s not much to differentiate the Power Rangers beyond their different looks, voices, weapons, and Dinozords, the basic gameplay is very satisfying and it’s extremely fun to tear through Rita’s minions. I appreciated the effort made to mix things up with the Battle Cycle and Dinozord sections, though these were a bit clunky and not as enjoyable as I’d hoped. This is doubly true of the Megazord sections, which were frustrating and tiresome to get through and sadly lacked variety, with every embiggened foe being fought in essentially the same way. I liked the implementation of the Green Ranger, though I felt the game had an anti-climactic ending, despite how difficult I found Robo Rita to be, largely because you never fight regular Rita. It would’ve been nice to see the optional goals have some variety, and to include some unlockable skins and for the story to do a little more with its time travel plot, but Rita’s Rewind is a very enjoyable throwback brawler. The game’s fairly long, with a decent level of challenge and a nice sense of progression, nicely reflecting and paying homage to the original series while giving fans of arcade brawlers a decent amount to sink their teeth into.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you enjoy Mighty Morphin Power Rangers: Rita’s Rewind? Are you a fan of arcade-style throwbacks such as this? Which of the Power Rangers was your favourite to play as and did you enjoy the Dinozord sections? Were you happy with the bosses utilised here and did you also find the Megazord fights tedious? Did you ever beat “Headache” difficulty? Which incarnation of the Power Rangers is your favourite and how are you celebrated sci-fi this month? Tell me all about your experiences with the Power Rangers in the comments and donate to my Ko-Fi if you want to see more Power Rangers content on the site.