Game Corner [Dragon Ball Day]: Dragonball FighterZ (Xbox Series X)


DragonBallDay

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


Released: 26 January 2018
Developer: Arc System Works
Also Available For: Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

The Background:
Akira Toriyama’s Dragon Ball franchise, particularly Dragonball Z, is no stranger to videogame adaptations. In 1990, the first Dragonball Z videogame released for the Family Computer (Famicom) and, since then, various titles based on the long-running manga and its popular anime counterpart have been released, generally as shameless rip-offs of Street Fighter II: The World Warrior (Capcom, 1991), tournament fighters or one-on-one beat-‘em-ups that retell the events of the anime over and over again. After Bandai Namco acquired the rights to the franchise in 2009, they routinely released new Dragon Ball titles on an annual basis, with the games now incorporating elements from the long-awaited Dragon Ball Super (2015 to 2018). Following the critical and commercial success of Dragon Ball Xenoverse 2 (Dimps, 2016), the publishers turned to Arc System Works, known for their Guilty Gear fighting games (ibid, 1998 to present), to develop a three-on-three fighter to address issues with power balances. Akira Toriyama designed a brand-new character to act as the game’s antagonist and the game was initially met with a great deal of enthusiasm. This was reflected in the sales, with Dragonball FighterZ becoming the fastest-selling Dragon Ball game at the time, and the reviews, which praised the anime-style visuals and explosive combat, with the game seen as one of the best in the franchise. While some criticised aspects of the gameplay, the game performed well enough to not only be bolstered be additional downloadable content (DLC) but also to receive an updated PlayStation 5 and Xbox Series S/X port.

The Plot:
The Red Ribbon Army continues to plague Son Goku and his allies when the hitherto-unknown Android #21 uses the Dragonballs to resurrect their fiercest foes. Their powers dampened by Android #21’s energy waves and faced with an army of puppet-like clones, the Z Warriors join forces with their worst enemies and a mysterious possessing soul to combat Android #21’s threat.

Gameplay:
Dragonball FighterZ is a 2.5D fighting game in which players initially pick from a roster of twenty-one characters from across the Dragonball Z and Dragonball: Super series’ to take part in fast-paced, cinematic bouts. From the moment you start the game, you’re bombarded with pop-ups, messages, and notifications and that’s before you even start to work out how to navigate the main hub, which is a chibi­-fied recreation of famous locations from the franchise, such as the World Tournament arena and Master Roshi’s island. Thankfully, you can either guide your chubby little avatar to various gameplay options, warp there with the Left Trigger, or bring up the options menu to take a look at the game’s controls. As you might expect, a practice and tutorial mode are included and tutorials are commonplace throughout the “Super Warrior Arc” of the game’s story mode so you can quickly get to grips with the fighting mechanics. Although you’re initially taught the basics in a one-on-one scenario and you have the option of fighting one-on-one (as well as customising the difficulty level of the computer-controlled opponents, setting the rounds and timer limits, and other options before fights outside of the story and Arcade modes), Dragonball FighterZ is primarily a team-based fighter. You pick three characters to form a team and can tag in and out in, which continues to be an aggravation for me as I’ve never really clicked with team-based fighters and find it to be an even more overplayed cliché than a Street Fighter II clone.

Rush in to pummel your foes with attacks or finish them in explosive fashion with your ultimate attack!

Thankfully, Dragonball FighterZ only takes inspiration from Street Fighter II; the fighting mechanics, while obviously similar given the presentation, are noticeably different and perfectly suited to reacting the anime’s explosive, high-intensity battles. X sees you throwing a light attack, Y a medium, and B a heavy (which can send you opponent flying away or through the environment for a “Destructive Finish” if timed correctly). Successive presses of each button pulls off different combo moves; you can mix and match, but the focus is more on mashing, say, Y as your character will automatically pull off a Super Move at the end of that simple combo string, negating the need to perform quarter-turns on the left stick or directional pad. A tosses out a ki blast; you can hold or rapidly tap it and press A after pushing towards your opponent to swat away their projectiles, just like in the anime. Although you can jump, dash, and sidestep towards and away from your opponent, the Right Trigger and Right Bumper allow you to dart at them with a “Dragon Dash” and “Dragon Rush”, respectively, allowing you to close gaps quickly, land a hit, and pull off a quick combo in mid-air or on the ground. These will also break your opponent’s guard, sadly executed by holding away from your foe just as they land an attack. I would much prefer a dedicated block and counter button as pushing back isn’t very reliable, though you can always press Y and B together to instantly teleport behind the opponent for an attack as long as you have at least one bar on your ki gauge.

You’ll need to call upon your allies to help withstand the barrage of attacks from your foes!

The ki gauge builds up as you dish out and take damage, but you can also manually power up by holding X and A together. The more bars you have, the stronger and more elaborate special moves you can pull off and, when you’re at maximum power, you can pull off your character’s ultimate attack using a simple input of a quarter-turn back or towards your opponent and pressing RT or RB afterwards. These ultimate moves certainly are visually impressive and are a great way to end a match, and they’ll also partially destroy the stage for maximum impact. As it’s a team-based fighter, you can call in an assist from one of your teammates at any time with the Left Trigger and Bumper; this allows you to string together massive two- or three-way energy attacks or dish out an even bigger combo, though be warned as you can easily get inescapably caught in your opponent’s team attacks as well. Holding either trigger allows you to switch to one of your team mates; this is essential as switching allows those not in play to regain a bit of health and some characters are better suited for different situations, such as larger characters like Nappa being slow and powerful and smaller characters like Teen Gohan being more agile and nimble. When playing the game’s story mode, the damage you take carries over between fights; you’ll regain some health (and downed characters will be revived) after a victory, but it’s best to switch often during the more intense battles to keep your health up. However, while you can set the difficulty of the computer in local play, arcade bouts become progressively difficult depending on which route you take. The easiest sees you fighting past three teams and the hardest has you battling seven and defeating each route unlocks a harder version for a greater challenge, and you can also play online or take part in a tournament.

As annoying as it is to have to navigate a map screen, the repetitious clone fighting is just as bad.

At first, Dragonball FighterZ seems intimidating but the story mode and practice options help guide you through the basics and the game initially plays very simply. Combos are easy to pull off with just a few mashes of the same button and it’s pretty easy to get into a rhythm of dashing at your opponent, pummelling them with a light combo, then focusing on medium combos with a super finish and calling in a team assist to speed things up. When playing the story mode, you’re actively encouraged to battle as many opponents as possible to grow stronger as, narratively, this unlocks your character’s full power. Each chapter presents a map and a set number of turns; your goal is to move around the map, taking out opponents and earning rewards, on your way to the boss fight. You cannot simply skip to a space and must actively move step by step around the map, which is either painfully linear or slightly more complicated, but always very restrictive and annoying. I never ran out of turns so I’m not sure what happens if you use them all up but I do know that you need to manually save on this screen as a game over mean replaying the entire map from the start, which can be very annoying in the later, more difficult arcs. Generally, fights aren’t very difficult and you’ll breeze through them; even higher-level bouts against Kid Buu or boss battles against the likes of Perfect Cell and Frieza can be painfully easy, but don’t let yourself become complacent. I fought every single opponent across the three arcs, finishing the story at around level forty, and eventually did have to take the battles more seriously as the computer upped its game. You’ll see this difficulty spike more prominently in the arcade mode where, after the first fight or two, you’ll get absolutely decimated if you don’t keep your wits about you. The “Super Warrior Arc” likes to pepper the map with tutorial fights; completing these will earn you extra rewards, and you’ll earn similar additional rewards if you fight Kid Buu when he appears, but otherwise it’s just a series of fights over and over with little variety apart from recuing a new character or the amount of opponents you face or characters you control, meaning it gets very repetitive very quickly.

Graphics and Sound:  
In terms of presentation, Dragonball FighterZ is on a whole new level! Of all the Dragon Ball videogames I’ve played, this is the one that most closely emulates the kinetic action of the anime. Everything from the character designs to the stages, cutscenes, music, and voice acting is all ripped straight from the anime and the attention to detail is really impressive. Unlike some cel-shaded Dragon Ball videogames, Dragonball FighterZ sticks to a 2.5D aesthetic so characters never appear award or blocky and the illusion of playing as hand-animated sprites is very convincing. You can pick to have Japanese or English voices, which I know is a big deal for some “purists”, and the English voice cast all return to tell the game’s interesting (if somewhat derivative) story. The story is basically just a mish-mash of familiar arcs from Dragonball Z but I appreciated that it was an original story for a change and not just retelling the same story over and over, though the game does pepper in some classic story moments if you meet the right criteria for a “Dramatic Finish”. Indeed, it’s the fights where the presentation really shines; sticking to the 2.5D plane is admittedly a little more restrictive than more 3D-orientated Dragon Ball videogames but it makes the action so much easier to follow and all the attacks, special moves, and ultimate attacks are beautifully animated, with the game employing cinematic perspectives and drawing from the anime for the more destructive energy attacks.

The game does a fantastic job of recreating the look and energy of the anime.

Sadly, the game’s stages don’t fare quite as well. There are numerous stages to pick from, all of them very familiar, such as the Supreme Kai’s world, Planet Namek, a futuristic city, the rocky wastelands, and even the depths of space. Some stages will react to your attacks, breaking and crumbling apart around you, and you can even transition to other stages by finishing your opponent with a heavy attack in some locations. Unfortunately, there’s not a lot happening in them; you can’t directly interact with anything, there are no stage hazards to worry about, and they’re simply just there for the characters to have somewhere to fight, which is fine but I like it when there’s a little extra to do. The hub world takes on a completely different visual style; you pick a chibi-style character to wander about with and access different modes, which is cute and a little different but initially a bit puzzling. The story mode’s cutscenes can all be advanced with the press of a button, or skipped entirely, but they’re enjoyable enough. It’s fun seeing Goku interact with Perfect Cell and Frieza and you’ll trigger unique dialogue and interactions the more characters you rescue and recruit, though some characters are reduced to simply being silent clones for you to fight. Outside of the story mode, you can select different colour schemes for your characters but this is disappointingly limited; rather than selecting different skins for characters, they just take on a different hue, with the only bit of creativity I found being that you can apply Vegeta’s original colour scheme. It would’ve been nice to see different gi for certain characters, maybe Yamcha’s bandit look or Adult Gohan’s “Great Saiyaman” persona or Vegeta’s “Majin” form, but sadly we just have to make do with them sporting ill-fitting alternate colours.

Enemies and Bosses:
There are twenty-one playable characters in Dragonball FighterZ; three more are unlockable and a further twenty can be purchased as downloadable content, meaning you’ll face forty-four different fighters from across the franchise between the different game modes. In the story mode, the vast majority of enemies you’ll face are cloned versions of the main roster; these guys sport a black colour scheme with red eyes (a look that is also missing from the colour options, I might add) but are otherwise indistinguishable in their fighting style. The game seems to categorise fighters in three ways: small and fast, balanced, and big, slow, and powerful. Thus, playing as Krillian is not exactly the same experience as playing as Tien Shinhan, which is also different from playing as Majin Buu, even though the button inputs remain largely the same for all characters. Sometime you’ll have to press down, down, A for a move; some characters have you pressing X more than A, and very rarely you’ll find they have unique aspects to their characters. Future Trunks, for example, uses his Z Sword and Frieza can temporarily transform into “Golden Frieza”.

While fighters can feel samey, there’s enough to distinguish them through their feel and specials.

This extends to even more unique traits at times. While both Kid Buu and Piccolo can extend their limbs, Majin Buu, Kid Buu, and Android #21 can turn their enemies into chocolates and sweet treats to deal massive damage and power themselves up. Some characters will even call on other recognisable faces to aid them in battle: Captain Ginyu, for example, sends the Ginyu Force to attack you in place of more traditional projectiles, Nappa spawns in Saibamen, and many of Android #18’s attacks see her working in tandem with her brother, Android #17, who appears only here and in cutscenes unless you shell out for the DLC. Consequently, while it’s useful to have an understanding of how the different fighters play and what they’re capable of, it’s rare that you have to alter your strategy too much, but it does factor into how you play. Android #16, for example, is slow and bulky but makes use of rocket-powered punches and grapples, piledriving you into the ground if you get too close; his ultimate move also sees him left with the tiniest slither of health, so that’s something to consider when fighting. Kid Buu can rain destruction across the arena with his “Human Extinction Attack”, Adult Gohan can power up to his “full potential”, and many characters, like Goku and Vegeta and their variants, make use of screen-filling energy attacks, sometimes even warping about for increased damage.

Alongside repetitive fights, you’ll face Kid Buu and Android #21 in more challenging encounters.

You’ll only encounter actual boss battles in the game’s story modes; here, you’ll battle some recognisable Dragonball Z villains and heroes in each arc, often recruiting them after victory. Generally, you’ll fight the same clones over and over and they don’t pose much challenge until later in the story, and the same is true of guys like Captain Ginyu, Perfect Cell, and Frieza. While they’re sold as formidable opponents, you often fight them with a three-on-one advantage so they can be complete pushovers, especially compared to other teams made up of ki­-spamming assholes like Vegeta and Yamacha. As ever in Dragon Ball videogames, I found that the weak human characters were more of a problem than God-tier enemies like Majin Buu; Yamcha, Tien, and Krillan always seem to cause me issues in these games, though I’m not sure if that’s an actual gameplay feature so they can go toe-to-toe with Super Saiyan God Super Saiyan Goku or if it’s just a mental block on my part. As you explore the various maps, additional battles will spawn in and Kid Buu will sometimes take over a spot. These battles are touted as being tougher since Kid Buu is a few levels higher than you, but don’t actually become more challenging until the last story arc and, by then, you’ve pretty much mastered the fighting mechanics and team-based combos. Thus, the only real “boss” of the story mode is Android #21, a hybrid of android and majin who acts as the final boss for each of the three story chapters. Although she’s capable of consuming foes for massive damage, slicing an explosive energy blade across the arena, and attacking in a flurry of super speed, her most dangerous trait is that she can absorb abilities from her foes using her “Connoisseur Cut” technique. Each time this lands, a bar fills up above her health meter and, when it’s full, she’ll pull off a new attack, one dependant on the type of character she’s facing. Still, while she’s always at a higher level and far more aggressive than other enemies, she only poses a real threat at the end of the “Android 21 Arc”, where you first have to battle her with your team and then alone as you control her “good” half in a battle to the finish.

Power-Ups and Bonuses:
In addition to building your ki gauge in battle, which allows you to pull off more elaborate special attacks, you can also power up your fighter and restore a little health by pressing RB and RT together once per match to enter a “Sparkling” state. By battling with specific fighters on specific stages and performing a specific attack, you can also recreate moments from the anime such as Goku obliterating Frieza on Planet Namek. Every battle earns you various rewards; primarily, you’ll earn Zeni, the currency of the Dragon Ball franchise, to spend in the shop, though there’s really not much worth buying in there. In the story mode, you’ll earn different Player Skills; up to three can be equipped at any one time and these will buff your attack, defence, regenerate health, or fill your ki gauge faster, amongst other perks. You’ll earn higher levels of Player Skills as you progress, but there’s no crafting, combination, or discard system here so it’s pretty basic. You’ll also earn experience points (EXP) in the story mode; earn enough and you’ll level-up, though I can only assume this raises your fighter’s stats as I never actually looked too deeply into it. Unfortunately, only fighters you play as earn EXP so you either need to mix up your team or stick with the same fighters to have the best chance as higher-level opponents definitely present more of a challenge; they’re faster, more aggressive, and string together greater combos and can easily down your lower-level fighters if you’re not careful. Each team member can be further customised to perform one of three assist actions when called into the fight and you will recruit more characters, though not every character will be playable and there are some restrictions based on the narrative. This isn’t the case in local or arcade fights, though you don’t need to worry about EXP or Player Skills or anything here, though you can acquire the seven Dragon Balls by pulling off combos outside of the story mode. Once you have all seven, another combo string will summon Shenron and allow you to pick from four wishes, including reviving an ally or regenerating your health, which is a fun bonus.

Additional Features:
Dragonball Fighter Z offers thirty-five Achievements for you to earn, three of which you’ll automatically earn just by completing the story mode, though you’ll inevitably snag a few more just by playing through it. Defeat Kid Buu, for example, and you’ll snag some G; another will pop for triggering a “special conversation sequence”, and a couple more once you level-up high enough. You’ll also earn Achievements for clearing each of the different arcade mode paths, completing combo challenges and tutorials, and for playing online, but there aren’t many fun ones to get here. There are no Achievements to earn from Destructive Finishes, for example, or recreating the Father/Son Kamehameha against Perfect Cell for a Dramatic Finish or for summoning Shenron, which is a shame. You can purchase items from the shop, but they’re pretty pointless; you mainly buy new chibi avatars, colours, and stickers for use online. You can unlock Android #21 by beating story mode and there are a couple of ways to unlock Super Saiyan God Super Saiyan Goku and Vegeta, from clearing harder arcade paths or the story mode or buying them, but note that you cannot have two of the same character in your team at once (so, you can’t have Vegeta > Future Trunks > and Super Saiyan God Super Saiyan Vegeta in the same team). You can also play online or against a friend in a local battle, saving replays and such, and there are twenty DLC characters to add to the roster, though no additional story modes or Achievements tied to them so it’s probably better to wait for a sale as the packs are quite expensive and I’m not sure I’m that desperate to play as Bardock!

The Summary:
I’d been waiting to play through Dragonball FighterZ for some time. I put it off not because I wasn’t interested in it, but because I wanted to wait to see if the game would be re-released with all the DLC included. Sadly, it wasn’t, so I bit the bullet and went for it, with only my lack of skill at Street Fighter II-style fighting games being a concern. Then it turned out to be a team-based fighter and my concerns grew; then the difficulty curve went all wonky, being ridiculously easy for most of the playthrough and then steeply rising as the story mode progressed or I tackled one of the arcade modes. As someone who is rubbish at “frame cancels” and all that nonsense, I really enjoyed how simple the game’s combat was; with just a few button presses, you can easily recreate the fast-paced, high-impact fighting style of the anime and I loved the big, explosive special moves and the voice acting on offer here. The game looks absolutely gorgeous, too; it’s easily the closest I’ve ever seen to playing the slick, action-packed anime. I also liked that it wasn’t just a retread of the same stories; while the original story might be a bit derivative, it’s still refreshing not to have to play the damn “Cell Games Saga” again! However, there’s a disappointing lack of content here; once you’ve beaten the story and arcade modes, there’s not much to come back to as the roster is pretty thin outside of the three unlockables and DLC characters, with no skins or variants to purchase or unlock. There’s also not much to the combat and gameplay beyond mashing buttons faster and making better use of your teammates; you can plough through most fights without issue and simply tank your way through others, but a little variety would’ve been nice, like maybe take a cue from the variables seen in Mortal Kombat X’s (NetherRealm Studios, 2015) Towers rather than just asking players to complete the same basic tutorials over and over. In the end, while it’s definitely the best looking Dragon Ball game I’ve ever played and I did really enjoy it, Dragonball FighterZ quickly outstayed its welcome with repetitive and mind-numbing fights akin to grinding and a lack of tangible rewards.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy Dragonball Z FighterZ? What did you think to the team-based mechanics and action-orientated gameplay? Who was your go-to team? What did you think to the original story and Android #21 as a villain? Were you also disappointed by the lack of skins and playable characters? Did you ever clear all of the arcade pathways? What is your favourite Dragon Ball videogame and how are you celebrating Dragon Ball day today? Whatever your thoughts on Dragonball Z FighterZ, or Dragon Ball in general, leave a comment below or on my social media and check out my other Dragon Ball content!

Game Corner: Doom II (Xbox Series X)

Released: 26 July 2019
Originally Released: 10 October 1994
Developer: Bethesda Softworks
Original Developer: id Software
Also Available For: Android/iOS, Game Boy Advance, MS-DOS, Nintendo Switch, PC/PC-98Mac, PlayStation, PlayStation 3, PlayStation 4, SEGA Saturn, Tapwave Zodiac, Xbox 360, Xbox One

The Background:
Although the first-person shooter (FPS) genre existed before Doom (ibid, 1993), it was largely defined by this heavily ported and much celebrated title, which popularised online “Deathmatches” and improved upon mechanics established by its forefather, Wolfenstein 3D (id Software, 1992). id co-founder and lead programmer John Carmack created the game alongside designer John Romero and lead artist Adrian Carmack; after a troubled development, Doom proved immensely popular (despite its controversial violence and Satanic imagery), so much so that it was banned from workplaces and met with widespread critical acclaim. As if Doom’s many ports weren’t enough, a sequel was released just ten months later; many of Doom II’s levels were designed by Sandy Petersen, and they proved far bigger than those of the first game. Additionally, Doom II was much faster and more focused on action, with more enemies appearing onscreen at any one time, and the developers even included one of gaming’s most notorious Easter Eggs when they hid an image of Romero’s decapitated head behind the game’s final boss, the “Icon of Sin”. Like its predecessor, Doom II was an incredibly successful title upon release; critics lauded the game for refining everything that worked in the first, featuring far better map designs, even if it was essentially a glorified expansion of the original. Speaking of which, Doom II was accompanied by two expansion packs, the “Master Levels” and “No Rest for the Living”, which added additional maps and challenges to the game, and also received its fair share of ports over the years. More recently, Romero created an entirely new level for the game in a bid to raise money for Ukraine following Russia’s abhorrent invasion.

The Plot:
After a secret Union Aerospace Corporation (UAC) teleportation experiment opened a portal to Hell, a lone marine (popularly known as the “Doomguy”) was able to stave off the invading demons. His victory is short lived, however, as the forces of Hell begin invading Earth and he’s forced to venture into the bowels of the underworld to save what’s left of humanity.

Gameplay:
Like its predecessor, and as you’re no doubt aware, Doom II is a first-person shooter. Unlike other FPS games, Doom II retains the exact same control scheme, mechanics, and limitations of the first game, meaning there’s no jumping or awkward first-person platforming required, no strafing options, no quick turn, auto healing, or cover-based mechanics, and you still can’t aim the crosshair anywhere except left and right. As before, this isn’t really an issue, however, as the crosshair will change from yellow to read when you’re in range of a viable target, no matter how high or low there are, and this version of auto-aiming is great for picking enemies off from a distance or while safely on the high ground. If you want to make things harder on yourself, or clean up the heads-up display (HUD), you can turn the crosshair off from the options menu, which also allows you to activate or deactivate the auto-run function (I recommend leaving it on, especially as Doom II is much faster and more action-packed than the last game). Otherwise, everything’s exactly the same as it was in Doom: you still don’t need to worry about reload times (with the exception of the game’s one new weapon, the Super Shotgun), and you can still carry multiple weapons at once, the Right Trigger fires your current weapon, the Right and Left Bumpers or directional pad cycle through your arsenal, Y brings up a basic wireframe map (which is still incredibly confusing but better than nothing), and A allows you to open doors or activate switches. There are five difficulty settings to choose from, all of which change the aggressiveness and number of enemies in a level, and you’re able to select any level you wish right from the start but you’ll only pop those Achievements if you play through each level in turn.  Unlike the last game, Doom II isn’t divided into individual story chapters in quite the same way; there’s no longer a central hub to worry about and the game’s different arenas are separated by story text, which is actually in your benefit as you’ll now keep your current health, armour, weapons, and ammo between chapters and only lose everything if you die in a level this time around. You can once again keep track of all these in the HUD, which also indicates when you’ve collected the coloured key cards or skulls you need to open certain doors, activate certain lifts, or remove certain pillars and blockades to progress.

Hell comes to Earth, necessitating a trip into the Nether to battle the hordes of demons head on!

You still don’t have to worry about doing any swimming, but poison, lava, crushing traps, and teleporters continue to be prominent stage hazards. Thankfully, enemies can still attack and kill each other, which is extremely useful and fun, and there’s still a lot of explosive barrels around to help take out larger groups of enemies. The bulk of your time will be spent exploring Doom II’s far bigger and more complex levels; areas are much more likely to take on a maze-like quality and it’s easy to get turned around since everything looks the same and it’s often not clear what switches have activated. You’ll need to make use of rising platforms, elevators, and extremely narrow pathways (usually over poison or lava pits) to progress, and traps and areas are often activated by you walking to a certain spot, which can make things confusing when you don’t go where you’re supposed to. Another big improvement in Doom II that’ll quickly become obvious to you is just how many enemies can now swarm the screen. Picking up keys or skulls or entering certain areas often triggers the spawning of dozens of imps and demons, and many enemies are now capable of teleporting in and around the immediate area to really get under your skin. Enemies will pop out from behind hidden walls or cages, and you’ll often encounter a far greater variety in far greater numbers than was ever possible in the first game. Since a lot of Doom II takes place on an Earth overrun with the hordes of Hell, you’ll find a few maps infused with urban trappings like buildings and libraries alongside the usual gothic castles and Satanic dungeons; this adds a decent amount of visual variety to the game, but also makes navigating a bit of a chore as it’s easy to just run around in circles with no idea of where you’re supposed to go. This time around, the game asks you to take running “jumps” to cross gaps or tiny platforms and crates to reach keys, and you’ll often go out of your way to grab a coloured key only for it to open a door to a virtual dead end. You’ll need to look for switches, some of which open secret areas but only for a short time, but some doors and switches need to be shot to activate and it’s not always clear when this is the case. Teleport puzzles, areas filled with explosive barrels, traversing dark corridors, and crossing lava and poison bodies are commonplace tasks the game throws at you, and you’ll find your exits soon change from doors and switches to holes that lead deeper and deeper into Hell.

Graphics and Sound:
Graphically, Doom II isn’t really doing anything new that wasn’t seen in Doom; the game runs faster, certainly, has bigger and more complicated level layouts for sure, and is capable of rendering way more enemies at once (with former sub-bosses regularly cropping up at the worst possible times). Like its predecessor, Doom II makes great use of lighting to create a tense, horrifying atmosphere; some areas are in pitch blackness, others are partially lit by flickering lights or candles (with these light sources doubling as arrows pointing the way), but many are fully lit, showcasing the advanced technology of UAC’s outposts and facilities. The Satanic imagery and demonic influence is stronger than ever since you venture deeper into Hell, resulting in eviscerated corpses hanging from hooked chains or splattered across the walls, beating hearts on alters, pentagrams and demon skulls painted everywhere, and even rivers and waterfalls of blood, poison, and lava amongst crooked trees and an ashen Hellscape. Sadly, other areas aren’t quite as impressive; the urban environments are very bland and simple, with exteriors appearing like something out of Minecraft (Mojang Studios, 2011). Doom II is at its best when rendering interior environments, especially when the walls are pulsating with flesh and viscera but, even then, you’ll come across these weird glitchy blue and red blocks and platforms that just look ugly.

Doom II‘s levels are much bigger, there’s a reload animation, and even some Wolfenstein 3D levels!

The soundtrack, while suitably foreboding and a fantastic expansion on the original game, is also more of the same; like everything in the game, it’s been supped a little but is, essentially, the same kind of thing you experienced from Doom. Similarly, enemies and objects continue to be comprised of 2D sprites to continue that diorama-like presentation of the first game, and still howl and snort from the darkness to keep the adrenaline pumping at all times. While the game gives the illusion of having far bigger areas, especially in urban environments, many of the assets are recycled from the first game and, due to the claustrophobic and similar nature of the game’s many levels, it’s easy to get lost since everything in a UAC facility, Hellscape, or urban environment looks the same. Darkened areas, hidden passageways, and twisting pathways only add to the game’s increasing maze-like layouts, though the gothic, Satanic dungeons and sheer number and variety of enemies make the game far more action-orientated as you’re often beset by huge lumbering demons while frantically searching for the next door or key. The HUD continues to be one of the game’s most entertaining features as a pixelated representation of Doomguy reacts when hurt or picking up power-ups, though the game’s story is still told entirely through text. Considering how simple Doom’s story is, it never fails to surprise me just how much text is spewed at the player between chapters and you’re not really missing much at all if you simply skip past these interludes.

Enemies and Bosses:
Those who have played the original Doom will be more than familiar with the vast majority of Doom II’s demonic enemies as everything you encountered in the first game makes a return here, with some of the larger and more formidable demons appearing as regular enemies across Doom II’s levels. Pistol and shotgun-toting zombie marines are plentiful, as are fireball-tossing Imps, monstrous Pinkies (which can also be invisible), bulbous Cacodemons, and the ever-annoying Lost Souls, flaming skulls that fly right in your face with a hideous screech! The hulking Barons of Hell and mechanically-enhanced Spiderdemons frequently crop up as regular enemies, often guarding keys or exits but also randomly tossed into wide open and enclosed areas or behind doors when you least expect it, and you’ll even find a more formidable version of the Cacodemon, the “Pain Elemental”, which spits and spews Lost Souls at you!

Some grotesque new enemies appear but you’ll only have to content with one monstrous boss this time.

It’s a good job these tougher enemies are so prominent as Doom II is disappointingly short on actual boss battles; instead, you’ll usually have to fight past some of these bigger, tougher enemies to reach the chapter’s exit and progress to the next, but there’s only really one actual boss battle in the whole game. To make up for this, Doom II does feature some new enemies: rotund grunts packing chainguns are commonplace, as are Hell Knights (weaker versions of the Baron of Hell), and you’ll often jump out of your skin when the armour-clad, skeletal Revenants scream from afar and fire missiles right at your face! The Mancubus is equally grotesque; this hideous, semi-cybernetic blob plods about blasting its arm-mounted flamethrowers at you, and you’ll also have to contend with the Arachnotrons (smaller, faster versions of the Spiderdemon) and the tall, eviscerated Arch-viles, which can heal nearby enemies and engulf you in flames. If you manage to find the game’s secret exits, you’ll also get to battle enemies from Wolfenstein 3D but the only boss in the entire game is the Icon of Sin, a titanic biomechanical demonic goat head set into a wall of flesh and wires. The Icon of Sin constantly spawns every enemy in the game to protect itself, meaning the arena quickly becomes awash with projectiles, roars, and danger, and the only way to damage and kill it is to fight your way to a switch to activate a central column. Ride this up, making liberal use of the invulnerability power-ups to protect yourself, and desperately fire rockets at the Icon of Sin’s small brain port to try and cause splash damage to the hidden sprite of John Romero’s severed head while monsters scream, fire, and backwards words erupt all around you in this thrilling, if a bit frustrating, boss encounter.

Power-Ups and Bonuses:
You might’ve guessed by now but everything that you had access to in the last game returns here; you start off with just a crappy pistol and your bare fists, but soon you’re nabbing my weapon of choice, the shotgun, a rapid-fire chaingun, a rocket launcher and plasma cannon, and you’ll of course find the iconic BFG-9000 to wipe out enemies on one burst of green energy. The only new weapon in the game is the Super Shotgun, a double-barrelled shotgun that uses twice the ammo, has twice the kick-back, and is the only weapon with an onscreen reloaded animation. Still, for close encounters, it’s tough to find much better than this bad boy. You’ll find stimpacks and medikits to restore your health, armours to increase your resistance to attack (and bonus jars and armour to take both beyond the 100% cap), special suits to let you safely walk over lava and poison for a limited time, the odd light amplification visors to light up dark areas, and the computer area map to uncover the entire map. As before, you can also pick up temporary power-ups like the Berserk, Invulnerability, Partial Invisibility (which never seems to work as enemies always attacked me regardless), Supercharge, and the one new power-up, the Megasphere (which maxes your health and armour to 200%) to cut through the hoards of enemies you’ll encounter at the cost of severely reducing your visibility with a glaring change of colour palette.

Additional Features:
There are nineteen Achievements to earn in Doom II, with three of these popping after successfully completing each themed chapter of the game and others being awarded for killing one of every enemy, getting one hundred chainsaw kills, killing yourself and an enemy with a rocket, or discovering first one and then all the secret levels. These secret levels are accessed through some elaborate means within specific levels of the game, which have you finding a secret exit and being transported to levels from Doom’s forefather, Wolfenstein 3D, which is a fun little inclusion. You’ll also get an Achievement for finishing every level on “Nightmare” difficulty in co-operative mode, and for killing your teammate in co-op, which makes a return here and can be a fun experience even with the odd split-screen presentation. Also returning is the famed deathmatch mode, which allows you and a bunch of friends to battle for supremacy on a variety of maps and with some customisable gameplay options. This version of Doom II also includes the twenty fan-created “Master Levels” add-on, which add a number of unique and creative additional levels to the game. These are accessed from a level select menu and are played in turn, meaning your weapons, health, and armour reset to the default at the start of each one and they can be very challenging as the layouts are much more complex and required liberal use of a guide on my part.

The Summary:
I found Doom II to present something of a quandary; on the one hand, it’s undeniably bigger and better than the original in every way, with more diverse levels and an impressive number of enemies swarming the screen at any one time. On the other hand, it offers very little improvements over Doom apart from being faster, bigger, and a more action-packed. One new weapon and one new power-up is kind of a disappointment, and the shift towards urban environments swarming with demons helps to mix up the sci-fi and Hell-based aesthetic but these levels are objectively some of the worst and most annoying in the game. The new enemies are a great addition, however, upping the ante considerably and making for an even more gory and twisted experience but the lack of big, engaging boss battles is a major drawback for me. Considering how many ports and revisions Doom got, it’s surprising how safe this sequel is; the game is more like another glorified expansion pack to Doom, offering a bunch of new maps to wade through and some new enemies to encounter and very little else. Adding a couple of extra new weapons and power-ups and maybe some new gameplay mechanics might’ve helped tip this one further up the pecking order in my eyes, but it looks, plays, and feels far too much like Doom to really rate much higher than the first game. On the plus side, the sheer size and action offered by Doom II make it technically more appealing than the first game and I’d absolutely recommend that you own this one if you could only own one of the classic Doom titles, but that’s simply because of how much faster it is and the impressive number and variety of enemies on show. Basically, Doom II is Doom plus one, if that makes sense; it’s everything you know and love from the first game, with some very minor new additions to spice things up, but maybe plays things a little too safe and therefore comes across as another expansion pack for the trend-setting original rather than being able to truly stand on its own merits.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you enjoy Doom II? How would you rate it compared to the original? What did you think to the new levels offered by the game and the larger numbers of enemies? Were you also disappointed by the lack of new weapons and power-ups? Do you have fond memories of playing deathmatches on this one or did you put more time into the original Doom? What did you think to the secret Wolfenstein 3D levels and the final battle against the Icon of Sin? Whatever your thoughts on Doom II, or FPS games in general, drop a comment below.

Game Corner [Sonic Month]: Sonic the Fighters (Xbox One)


Sonic the Hedgehog was first introduced to gamers worldwide on 23 June 1991 and, since then, has become not only SEGA’s most enduring and popular character but also a beloved videogame icon and what better way to honour SEGA’s supersonic mascot than by celebrating his birthday all throughout June.


This review has been supported by Chiara Cooper.
If you’d like to support the site, you can do so at my Ko-Fi page.

GameCorner

Released: 28 November 2012
Originally Released: June 1996
Developer: SEGA
Original Developer: SEGA AM2
Also Available For: Arcade, GameCube, PlayStation 2, PlayStation 3, Xbox 360

The Background:
As you’re probably aware, Sonic the Hedgehog (Sonic Team, 1991) was a massive success for SEGA; it catapulted them ahead of their rivals, Nintendo, and changed the face of the “Console Wars” forever. Sonic the Hedgehog 2 (SEGA Technical Institute, 1992) not only continued that success but also catapulted Sonic into mainstream popularity. SEGA were quick to capitalise on Sonic’s popularity, licensing the character out for comic books, cartoons, and all kinds of merchandise and producing a number of spin-off titles for all kinds of consoles and placing Sonic into many different genres, from racing games to puzzle games and, of course, a fighting game. Sonic the Fighters (also known as Sonic Championship) was developed by SEGA AM2 after the team were spotted dabbling with Sonic character models during the development of Fighting Vipers (SEGA AM2, 1995), whose game engine formed the basis of Sonic the Fighters. I was lucky enough to play Sonic the Fighters at SEGAWorld back in the day but, for many, their first experience with the game was when it was released as part of Sonic Gems Collection (Sonic Team, 2005). Although the game has been criticised for being nothing more than a basic fighting title, Sonic the Fighters was eventually brought to PlayStation 3 and Xbox Live as a digital title that not only gave the game a new coat of paint but also added additional characters and gameplay modes.

The Plot:
Doctor Eggman and his new version of Metal Sonic, Mecha Sonic Model. 29 (or “Rocket Metal”), have constructed a spherical battle station, the Death Egg II in orbit. Sonic, his allies and some disreputable types, are each in possession of one of the eight Chaos Emeralds but Miles “Tails” Prower’s Lunar Fox rocket ship can only seat one so they decide to hold a one-on-one tournament to determine who will fly up to stop Dr. Eggman.

Gameplay:
Sonic the Fighters is a 3D polygonal fighter in which you pick from one of eight playable characters and battle the other remaining fighters on a series of garish 3D planes, including a mirror match against a monochrome double of your character, before blasting up to the Death Egg II and battling Metal Sonic and Dr. Eggman. You can select from series staples Sonic, Tails, Amy Rose, Knuckles the Echidna, and Espio the Chameleon and some of the franchise’s more obscure characters Fang the Sniper (also known as Nack the Weasel), Bark the Polar Bear, and Bean the Dynamite. Whichever character you pick, you’ll be tasked with pulling off a variety of rapid-fire punches, kicks, and special attacks using the Y, B, and A buttons in co-ordination with other buttons and directional inputs. You can throw your opponent, duck and sidestep attacks, and raise a barrier by pressing X to block incoming attacks. If your opponent shatters this barrier, though, and you run out of barrier energy, you’ll be left stunned and vulnerable so it’s best to time the use of your barrier to when it’ll be at its most useful. You can also press back, Y, and B to expend some of your barrier’s energy and enter “Hyper Mode”, which will bestow you with some sparkles and increase your speed and attack stats.

Each character has a variety of special moves tailoured to their unique physical attributes.

As a 3D polygonal fighter, Sonic the Fighters allows for a series of basic combos and character-specific special attacks that are awkwardly pulled off using directional inputs and button presses or combinations and change depending on where you’re standing and the position of your opponent, meaning that it’s easy to enter a button combination and simply spam the same moves over and over again. Each character controls a little differently and focus on a slightly different method of attack: Sonic is all about his trademark Spin Dash, Tails can charge at opponents head-on using his twin tails like helicopter blades, Knuckles can glide across the screen, Amy wallops her foes with her Piko-Piko Hammer, Bomb tosses a variety of bombs, Fang uses his rapid-fire popgun, Espio tosses opponents around with his tongue, and Bark is all about the grapples and high-impact punches. Each is just different enough to add a bit of variety to the fast-paced and simplistic gameplay, with Amy favouring barriers, Bark being slower but hitting harder, and Espio being notably aggressive in his attack but you can easily just mash at the buttons and come out on top more often than not.

Sonic the Fighters is all about fast-paced, frantic, cartoony combat and very little else.

Perhaps fittingly, fights in Sonic the Fighters are extremely quick and frantic; health bars seem to drain extremely quickly, especially when you’re hit with a few frenzied punches or a throw or two, and it won’t take you longer than ten minutes or so to blast through the arcade ladder on the easiest setting. You can customise the difficulty of the single-player arcade mode, the length and number of rounds, and set the strength of attacks and number of barriers characters have from the main options menu, which can make the game easier and harder depending on your setup, but it’s a rapid fighting game that bombards you with colours, cartoony slapstick, and a quick burst of adrenaline rather than being a deep or complex fighter. Unlike a lot of fighters, there’s very little to break up the action in Sonic the Fighters; there’s no bonus stages or mini games to worry about and variety only comes into play in the garish and colourful stages and the brief little cutscenes that play in the game’s final stages. Every time you play the game, you’ll battle the same opponents in the same order in the same stages, which only adds to the game’s repetitive and predictable nature, and the only option you’re really given to try and spice up your fights is that you can press the Start button to switch the perspective to slightly behind your character (though I found this a bit disorienting for a one-on-one fighting game).

Graphics and Sound:
Characters are brought to life in the finest polygonal graphics the arcades had to offer; fighters are large, colourful, and extremely expressive, spewing Golden Rings every time they’re hit, squashing when hit with big moves, and reacting with an over-the-top, cartoonish slapstick that really adds to the game’s charm. And, honestly, it’s a good job that these aspects are present in Sonic the Fighters as these kind of graphics (while impressive and trend-setting at the time when the industry was swamped with traditional 2D fighters) really haven’t aged well at all. Seriously, games like Virtual Fighter (SEGA AM2, 1993), Soul Edge (Project Soul, 1995), and Tekken (Namco, 1995) might have shown what the next generation of home consoles and 3D polygonal graphics were capable of but they look pretty ass these days and Sonic the Fighters is no exception with its harsh edges and blocky textures. Still, the game is very bright and colourful and really pops out at you…well, I say “pops” but really it screams in your face with how vibrant and garish it can be. Every character stands out from even the most colourful backgrounds thanks to their large, blocky size, cartoonish expressions, and vivid, recognisable colour schemes (Sonic is a stunning blue, Fang is a unique purple, and Bark is a big cream-coloured polar bear, for example). The character designs really are spot on, with each character having their own unique little quirks and animations to help them stand out; Fang bounces on his tail like a pogo stick, Tails flails his arms around in a little flurry, and Bean haphazardly tosses his bombs with reckless abandon.

Stages are vivid and mostly based on the franchise but very restrictive and a bit bland at times.

The game’s final bosses only continue this, with Metal Sonic rendered beautifully in 3D (he is probably the most smooth and impressive of all the game’s characters) and even Dr. Eggman’s little mech looking both cute and perfectly in character (if a bit small). Each of the game’s eight characters has their own stage and the majority of these stages are based on recognisable Zones from across the Sonic franchise but, ironically, the four core characters (Sonic, Tails, Knuckles, and Amy) seem to have been slightly misplaced in these stages. You’d think that you’d face Sonic in the Green Hill-inspired South Island and Knuckles in Mushroom Hill but, actually, you face Knuckles in South Island and Espio in Mushroom Hill, which is a bit odd. Fang, Bean, and Bark and all perfectly placed in Casino Night, Dynamite Plant (which seems like an amalgamation of Chemical Plant, Oil Ocean, and Metropolis Zone), and Aurora Icefield, however. Stages are limited to a very small, restrictive 3D plane that, yes, you can freely navigate around using movements and sidesteps but they’re not very big. You won’t have to worry about ring outs, however, which is good, and you can smack your opponent into, and bounce them off of, the walls of each stage, which can produce comical sounds from the Sonic sound effects library.

A handful of cutscenes utilise the in-game graphics and models to relay the premise of the game.

One area where the game really excels in its music; jaunty, upbeat, energetic tunes accompany the start, end, and duration of each round and it (like the game’s general aesthetic) reminds me of the look and sound of Sonic 3D: Flickies’ Island/Sonic 3D Blast (Traveller’s Tales/Sonic Team, 1996) and even the Sonic the Hedgehog original video animation (Ikegami, 1999). When you win a round, you’ll also view an instant replay of the last few moments of the fight, much like in Tekken, and a handful of quick, simple cutscenes (which utilise the in-game graphics) show Dr. Eggman copying your fighter for the mirror match and relay the general plot of the game as well as the dramatic ending that sees you battling against a strict time limit.

Enemies and Bosses:
As a one-on-one fighting game, you’ll be tasked with battling every character in the game in your quest to secure the eight Chaos Emeralds and take on Metal Sonic and Dr. Eggman. No matter who you pick, though, two things are guaranteed: one is that you’ll battle a monochrome double of yourself and the other is that you’ll face the same fighters in the same order every time, meaning you can prepare accordingly for the unique traits of each fighter without being taken by surprise, though it does make the single-player arcade ladder very predictable and repetitive. I played the game on the easiest difficulty and found that the first few fights were pretty much a walk in the park: Knuckles is extremely unaggressive and rarely even tries to launch an attack against you, Amy likes to hide behind her barriers to drag out the battle, and Bark, for all his size and power, is pretty easy to dominate with the faster characters. Things always seem to take a turn for me when I go up against Espio, who appears to be much more aggressive in his approach, and Fang, who is extremely cheap to both play as or fight against since his popgun just blasts projectiles with relentless abandon.

Once you get past the tough Metal Sonic, you’re given just fifteen seconds to take out Dr. Eggman.

Once you conquer all of the fighters and secure the eight Chaos Emeralds, you’ll rocket up to the Death Egg II and do battle with the game’s toughest opponent yet: Metal Sonic. Metal Sonic is a fast, aggressive move thief, busting out a version of Tails’ helicopter drop and Knuckles’ glide by rocketing across the screen like a torpedo. He can also blast out a large laser from his chest and drain your health bar with just a few combos and is easily the most frustrating opponent in the game made all the more annoying because of the game’s dodgy controls and requirements to properly pull off special moves. Once you finally take out Metal Sonic, though, the Death Egg II’s self-destruction sequence begins and Dr. Eggman comes stomping out in his little pincer mech and tries to keep you from escaping before the space station explodes. For this battle, you’ll automatically be placed into a permanent Hyper Mode but, on the flip side, you’ll also be given fifteen seconds to defeat Dr. Eggman in a single round fight and, if you fail, it’s game over. Thankfully, Dr. Eggman is no real threat (at least on the easiest setting) and you can simply trounce him in no time at all by spamming whatever attacks and combos you know before he even has a chance to unload his best attacks against you.

Power-Ups and Bonuses:
There’s no extraneous power-ups or onscreen collectibles to worry about in Sonic the Fighters; it’s about as bare bones as you can get for a fighting title and the only power-up you have at your disposal is the Hyper Mode, which can be activated for a few seconds at the cost of some barrier energy and can help turn the tide if you’re struggling. If you manage to reach Metal Sonic without losing a single round, and score the win in the first round against him, you can activate your Hyper Mode to transform into Super Sonic for the remainder of the game. Obviously, this only applies when you’re playing as Sonic and no other character gets this buff and, unfortunately, there’s no way to play as Super Sonic outside of this requirement but it’s pretty cool to wreck Metal Sonic and Dr. Eggman as a fully powered up Super Sonic if you’ve got the skills and luck to activate this form.

Additional Features:
There are twelve Achievements for you to earn in Sonic the Fighters and you should probably be able to get them all in one quick playthrough without any real difficulty. Seven of the Achievements are earned simply by completing the arcade mode on any difficulty; you’ll also nab another from playing arcade mode and battling your monochrome doppelgänger and, as long as you press the attack against a defending opponent, you’ll most likely grab another at the same time, too. The only ones that you might have to think a little harder about are ‘A Small Transformation’ (which requires you to get squashed by Amy’s hammer attack), ‘Perfect’ (which requires you to complete one round without being hit), and ‘Honey the Cat’ (which requires you to press Start when selecting Amy).

This version of the game adds three extra fighters to play as, which is a nice touch.

Speaking of Honey, this character was officially added to the game’s playable roster of fighters in this console port, which is very much appreciated. You can also play as Metal Sonic and Dr. Eggman by pressing Start when selecting Sonic or Bean, respectively, but you can only play as these two outside of the arcade mode, which is a bit of a shame. Equally disappointing is that other cut variants of the bosses were still inaccessible even in this game and that there’s no way to play a one-on-one fight against a computer-controlled opponent outside of the arcade mode. You can, however, fight against a friend in both couch co-op and online and compare your scores and winning streaks with others with the online leaderboards but, sadly, that’s it; there’s no gallery or character models or anything, which is a bit of a shame.

The Summary:
Sonic the Fighters is a fairly decent little blast of fun that should keep you satisfied for about, maybe, half an hour at the most. The arcade mode is a breeze to blast through in about ten minutes, depending on your skill level and the difficulty settings you set up, and there’s some fun to be had playing as each character and basking in their vibrant, animated 3D models. As an obscure entry in the Sonic franchise, you could do a lot worse and it’s great seeing Fang, Bean, and Bark brought to life in 3D and given a chance to shine. I’ll never understand why it took SEGA so long to bring these fantastically-designed characters back into the franchise and that, and my brief experience with the game at SEGAWorld, means I have a bit of a soft spot for this mostly forgotten entry in the franchise. However, it can’t be denied that Sonic the Fighters isn’t really that good of a gaming experience or a fighting game; it’s bright and vibrant and full of quirky, cartoonish charm but there are definitely better 3D fighters out there from the same time and the game is just too fast and too frantic for its own good, meaning it’s a disappointingly short and underwhelming experience that is only worth your time because it’s kinda cheap, the Achievements are dead easy to get, and you can breeze through it easily enough even when facing the game’s cheaper, more frustrating opponents.

My Rating:

Rating: 2 out of 5.

Could Be Better

Are you a fan of Sonic the Fighters? Which of the game’s roster was your favourite and why? What did you think to the game’s aesthetic and gameplay? Did you struggle with the controls and button inputs or did you discover a depth to the gameplay that I missed while madly mashing buttons? Did you ever play Sonic the Fighters out in the wild or did you first experience it when it was ported to home consoles? Would you like to see SEGA attempt a Sonic fighting game again sometime, maybe in the mould of the Super Smash Bros. series (HAL Laboratory/Various, 1999 to present)? Whatever your thoughts on Sonic the Fighters, leave a comment down below.

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


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


This review has been supported by Chiara Cooper.
If you’d like to support the site, you can do so at my Ko-Fi page.

Released: 23 June 2022
Developer: Sonic Team
Also Available For: Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

A Brief Background:
Sonic the Hedgehog is no stranger to ports and compilations; over the years, there have been more conversations and re-releases of Sonic’s many adventures than you can shake a stick at, which has often been a point of contention within the Sonic fan community. Sonic’s 16-bit adventures were first packaged together in Sonic Compilation (SEGA, 1997), but one of the most memorable collections of his classic titles was Sonic Jam (Sonic Team, 1997), which gave us our first taste of 3D Sonic, and his games (particularly his 16-bit ventures) have been featured in numerous collections for a variety of platforms over the years, to say nothing of being ported and enhanced with additional features. Following the success of Sonic’s live-action debut, Sonic Team’s head honcho, Takashi Iizuka, announced the development of a new release of his most famous 16-bit titles for modern consoles, one that would incorporate the new features seen in the Christian Whitehead ports. While some previously unreleased Sonic titles were still unfortunately missing, compromises had to be made regarding some of the original music, and fans were unhappy with SEGA’s choice to hide some features behind downloadable content (DLC), Sonic Origins was mostly met with positive reviews. Reviews praised the nostalgia evoked by the compilation and the additional modes and features on offer, though the price tag and the bare bones content were both heavily criticised. Some of these addressed were addressed, however, when it was revealed that the game and all its DLC would be getting a physical release alongside even more content, including a bunch of Sonic’s Game Gear titles and even the ability to play as Amy Rose.

The Review:
Sonic Origins is a high-definition re-release of four classic Sonic games: Sonic the Hedgehog (Sonic Team, 1991), Sonic the Hedgehog 2 (SEGA Technical Institute, 1992), Sonic the Hedgehog CD (SEGA, 1993), and Sonic the Hedgehog 3 & Knuckles (ibid, 1994), each of which I have previously covered in-depth. As ever, the controls and mechanics are simple and intuitive: you can bust open Doctor Eggman’s Badniks with the Super Sonic Spin Attack, dash along at high speeds with either the Spin Dash or Super Peel-Out, and can reach new areas with characters like Miles “Tails” Prower and Knuckles the Echidna, who can fly, swing, glide, climb walls, and bust through certain walls, respectively. Sonic is also afforded different abilities depending on the game; in Sonic CD, he can time travel by passing special signposts and picking up speed and in Sonic 3 & Knuckles he can pull off an Insta-Shield, flame burst, bubble bounce, or double jump by tapping the jump button again and when protected by an elemental shield. Sonic Origins adds some of these abilities, and others, to other games as well; for example, Sonic can perform his Drop Dash move from Sonic Mania (Christian Whitehead/PagodaWest Games/Headcannon, 2017) in every game and inputting the classic Sonic 1 cheat code will allow you to activate elemental shields in that game. Tails can also carry Sonic both in co-op and when playing solo; though his flight is limited, he can now fly in every game and can even be teamed with Knuckles in Sonic 2. As ever, players will find that each game offers different routes, aesthetics, and even different bosses (in Sonic 3 & Knuckles) when playing as Knuckles, though he’s sadly and inexplicably absent from Sonic CD. Although the core gameplay isn’t changed – players protect themselves from death by grabbing Golden Rings; 100 grants an extra life and monitors are strewn all over the levels (referred to as “Zones”) that offer speed ups, extra rings and lives, invincibility, and protective shields – the traditional life system has been abandoned when playing the game’s “Anniversary” mode. In this mode, when you die, you simply restart with no penalties and any monitors or life-granted bonuses now award you Coins to be spent unlocking music, artwork, and movies.

The collection brings together four classic Sonic games alongside all-new features and modes.

In the Anniversary editions of the games, all three characters can be played as with the exception of Sonic CD; games that allow you to team Sonic or Knuckles with Tails allow for co-op play, though this is often more of a hinderance. The Anniversary editions not only do away with the life system but also present the games in widescreen, though the classic editions are exactly as you remember them, 4:3 ratio, life system, and all. Each game is broken into a number of Zones with anywhere between one and three “Acts” per Zone; Zones are littered with Dr. Eggman’s Badniks (quirky mechanical animals that fire shots at you, roll into you, explode in a shower of spikes, or send blades spinning your way) and defeating them nets you points and either frees a cute little woodland critter or plants a beautiful flower. Zones are also filled with a variety of hazards, from spikes, flames, bursts of freezing cold, and instant death traps like bottomless pits and crushing weights. One of your biggest adversaries will be water; while Tails is able to doggy paddle for faster movement, none of the characters can breathe underwater, requiring you to grab an air bubble, elemental shield, or reach the surface before the ominous timer counts down. Generally, you’re required to do little more than race to the end of the Act to win but you’ll sometimes have to press switches, bounce around in pinballs, or use pulleys to progress, and you’ll only achieve 100% completion of Sonic CD by travelling back to the past and creating a Good Future. At the conclusion of a Zone (or Act in Sonic 3 & Knuckles), players will battle against one of Dr. Eggman’s mechanical creations or against the mad scientist himself. Dr. Eggman is generally piloting his Egg-O-Matic, which is a versatile killing machine that sports increasingly dangerous appendages, from a swinging wrecking ball to dumping chemical waste to a large mech with bumpers for arms and a heavily armoured pod that can only be damaged by his own spiked balls. Dr. Eggman’s creations are equally formidable; many different robots oppose you in Sonic 3 & Knuckles, including a earthquake-inducing drilling machine, an iceball-spitting robot, a massive stone guardian, and a one-eyed, laser spewing droid protected by erratic spiked platforms! You’ll also have to content with a number of metallic Sonic duplicates: the Mecha Sonic defends its master aboard the Death Egg in Sonic 2, you’ll race Metal Sonic to the death to rescue Sonic’s number one fan, Amy Rose, in Sonic CD, and Knuckles has to contend with Mecha Sonic Mk. II in Sonic 3 & Knuckles. Knuckles himself is also fought in this game in the Hidden Palace Zone when playing as Sonic and/or Tails, matching you blow for blow, and defeating these bosses generally allows you to score extra points from a falling sign post or free a whole bunch of captive animals.

Grab the Chaos and Super Emeralds and Time Stones to get the best endings and benefits for each game.

While it’s pretty simple to blast through the Zones and finish them in record time, an extra level of challenge awaits in the form of Special Stages; by collecting fifty Rings and finishing an Act in Sonic the Hedgehog and Sonic CD, passing a Starpost with fifty Rings in Sonic 2, and hopping into a Big Ring in Sonic 3 & Knuckles, you’ll be transported to a bizarre extra stage where you’re tasked with navigating a swirling maze, racing against a time limit to destroy UFOs, blasting along a surreal halfpipe, or collecting Blue Spheres to acquire either the Chaos Emeralds or the Time Stones. In Sonic the Hedgehog and Sonic CD, this simply results in you receiving the best ending but, in Sonic 2 and Sonic 3 & Knuckles, it’ll also allow you to power-up into your Super form, making you completely invincible to everything but bottomless pits and being squashed and giving a massive speed boost for as long as your Rings last. Using the Sonic 1 cheat code, you can input an additional Special Stage and Chaos Emerald into the original game, thus allowing you to access your Super form, and Sonic 3 & Knuckles again expands on this with the Super Emeralds, which allow Sonic and Knuckles to become even more powerful in their Hyper forms, and by requiring you to have at least the seven Chaos Emeralds to challenge the hidden final area, Doomsday Zone. You can also enter Bonus Stages in this game to earn extra lives, continues, and power-ups and there are opportunities to mess around a bit in each game, with Zones like Spring Yard, Casino Night, and Carnival Night offering lots of interactable gimmicks to rack up your score and Rings. Sonic 2 and Sonic 3 & Knuckles allow two players going head-to-head in a split screen mode, while Sonic CD offers time trials for you to test your skills; you can also freely play the Blue Spheres special stages at your leisure, unlock a Mirror Mode for each game that sees you playing in reverse, and all of the additional unlockables in Sonic CD are still available, though the developers saw fit to disable to cheat codes for Sonic 2.

Despite the odd DLC, there’s lots of extra content here, including a playable Sonic 2 Hidden Palace Zone!

So far, it’s all very familiar but Sonic Origins also offers a wealth of additional features. As mentioned, you can acquire Coins to unlock artwork, music, and movies; these include, much to my enjoyment, the animated Sonic Mania Adventures (Hesse, 2018) shorts, various promotional and development videos and artwork, and music from across all four games (and the entire series). Unfortunately, you’re unable to create custom playlists for any of the games, rendering the sound test more of a novelty than a feature; many of the tracks are also hidden behind paid DLC, which is a bit odd considering you can only listen to it and create a playlist for the menus. Each game is proceeded and followed by a gorgeously animated cutscene that adds new layers to the story, such as adding a seventh Chaos Emerald to the first game’s six, Tails being awestruck by Sonic as he races by, and the first meeting between Dr. Eggman and Knuckles; these are even more integral when you play the game in Story Mode, which sees you playthrough all four games back-to-back in one unbroken session. Other features inexplicably locked behind a paywall are additional animations for the gorgeous menu screens, which are arranged in 3D islands and will feature characters moving around in the background once purchased, and harder missions to tackle in the game’s Mission mode. These amount to a series of increasingly difficult obstacle courses and challenges in reconfigured areas of the games; you’re awarded Coins for beating them quickly, with an S-rank offering the highest reward, and will be tasked with such challenges as collecting a certain number of Rings, destroying or sparing Badniks, crossing moving or temporary platforms, finishing the area without any Rings, and more. These are, honestly, quite fun and a nice little distraction; it helps that you get to play as Tails or Knuckles to complete certain objectives and it can get pretty tough meeting the success criteria in time, with some missions asking you to travel through time multiple times, bounce off seesaws, keep Tails safe from harm, and battle tougher bosses. Also on offer is a boss rush mode, additional quality of life tweaks to the Anniversary editions (such as being able to quit and restart from the last checkpoint and spend Coins to retry Special Stages) and, best of all, the addition of a new ending graphic and the cut Hidden Palace Zone to Sonic 2! If you fall down the Mystic Cave Zone’s infamous pit, you’ll land in this fully playable Zone and even face off against an all-new boss battle, one that’s strangely difficult and more akin to the quirky bosses seen in Sonic CD. It’s a wonderful addition that I’m really grateful was carried over from the mobile version of the game, but I would have also liked to see Wood Zone included in some way as well.

While there definitely could’ve been more games included, this is still an impressive collection.

There are thirty-five Achievements on offer in Sonic Origins and they’re painfully easy to acquire, which is good if you like to quickly rack up your gamer score but a little disappointing for lifelong Sonic players like myself. I’ve mentioned this before, but Rare Replay (Rare, 2015) really set a high standard for Achievements in game compilations, one I haven’t seen any other game collection even come close to, especially SEGA’s titles. Here, you’re awarded an Achievement for clearing each and all of the main games, defeating enemies and collecting Rings, turning into Super Sonic, and clearing ten missions for each game with an S rank. There is no benefit to collecting all of the Chaos Emeralds or Time Stones in every game as there’s no Achievements tied to this; you also only need to load up a Mirror Mode or Boss Rush to grab Achievements for playing those, rather than finishing them, and there are precious few quirky ones to strive for. Like, you get an Achievement for winning the race against metal Sonic but not for defeating Knuckles, and there’s no Achievement for discovering Sonic 2’s Hidden Palace Zone or clearing the Story Mode, which is a bit of a shame. Still, there’s a lot for your Coins to unlock in the Museum, if you like that sort of thing, and the Mission Mode adds a nice bit of spice to the collection. For some reason, I found Sonic 2’s missions much harder than the other games’, especially the missions that asked you to avoid projectiles and collect Rings in a reconfigured Sky Chase Zone. There are some fun additions in Sonic 3 & Knuckles, too, especially when transitioning from Launch Base Zone to Mushroom Hill Zone. However, yes, Carnival Night, Ice Cap, and Launch Base Zone all have new themes in them and no, I can’t say they’re good replacements, but I’m happy to compromise just to be able to play the game on modern hardware. There’s a remixed Super theme in the game as well, which is a little punchier, and I swear I saw some new sprites and inclusions that weren’t in the original game (though it has been a while since I played it). Finally, additional features have since been made available to the game, but these are not available at the time of writing. Once I receive a copy of the expanded game, I will comment on these extra features.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think to Sonic Origins? Were you disappointed by the game selection and the DLC? Were you happy to see these classic titles remastered for modern consoles? What did you think to the new additions and quality of life improvements? Were you disappointed by some of the missing content and the simplicity of the Achievements? Which Sonic compilation is your favourite, and which of the classic Sonic games is your favourite? Would you like to see the 16-bit gameplay of the classic games make a comeback or do you prefer the 3D titles? Whatever your thoughts on Sonic Origins, feel free to share them below and check out my other Sonic content across the site.

Game Corner [Turtle Tuesday]: TMNT: The Hyperstone Heist (Xbox Series X)


The first issue of Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) was published in May of 1984. Since then, the TMNT have gone on to achieve worldwide mainstream success thanks not only to their original comics run but also a number of influential cartoons, videogames, and wave-upon-wave of action figures. This year, I’m emphasising third entries and time travel shenanigans in the popular franchise every Tuesday in May!


GameCorner

Released: 30 August 2022
Originally Released: 11 December 1992
Developer: Digital Eclipse
Original Developer: Konami
Also Available For: Mega Drive, Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series S

The Background:
Kids in the late-eighties and early-nineties were enamoured by the Teenage Mutant Ninja Turtles (known as Teenage Mutant Hero Turtles here in the UK), with the game-changing cartoon dominated the airwaves years before Mighty Morphin’ Power Rangers (1993 to 1996) and Pokémon (1997 to present). Though the cartoon was far tamer than the original Mirage Comics, the TMNT’s popularity not only spawned a series of live-action movies (of varying quality), comic books, a whole slew of action figures, and numerous videogames. Konami’s laid the foundation for some of the franchise’s most memorable videogames with their original TMNT arcade game and the developers only expanded upon those efforts with the much-beloved sequel, Teenage Mutant Ninja Turtles: Turtles in Time (Konami, 1991). Not only was Turtles in Time bigger and better, while still retaining the simple pick-and-and-play mechanics of an arcade beat-‘em-up, it also gained further popularity thanks to a surprisingly faithful home console port. In addition to an unfairly criticised 2.5D remake in 2009, Turtles in Time served as the basis for this Mega Drive title, though there were some notable differences between the two versions, particularly regarding their length. Indeed, while The Hyperstone Heist was praised for its graphics and gameplay, its difficulty was criticised at the time. For decades, gamers were forced to pay through the nose for ridiculously expensive physical copies of the game, or resort to emulating the title, but that all changed when The Hyperstone Heist was included in this Cowabunga Collection alongside a host of other games and quality of life features.

The Plot:
The Turtles leap into action when their archnemesis, Oroku Saki/The Shredder, uses the power of the mysterious Hyperstone to shrink and capture half of Manhattan Island, battling through waves of Foot Soldiers to put an end to the Shredder’s bid for world domination.

Gameplay:
If you’ve played Turtles in Time then The Hyperstone Heist will be immediately familiar to you; the game is, essentially, a stripped down and patchwork reordering of the classic arcade time travel jaunt. Just like the two arcade titles that preceded it, The Hyperstone Heist is a 2D sidescrolling beat-‘em-up that allows up to two players to battle side by side across five stages, with each comprised of a number of different areas unlike Turtles in Time and even including some entirely new stages and bosses. Since I’m playing this version on the Xbox Series X, it should be no surprise that this game can now be played both on- and offline co-operative play, and you can even opt to turn friendly fire on or off to make things a little harder, or easier, on yourself when playing with a friend. Players can once again select from one of the four Ninja Turtles; each one controls exactly the same and are defined primarily by the reach of their weapons (putting characters like Leonardo and Donatello at an advantage). Gameplay couldn’t be simpler; you go from the left side of the screen to the right using X to pummel baddies with some simple combos, B to jump, and X in mid-air to pull off a couple of jumping attacks depending on how high you are when you press it. If you press B and X together, you’ll pull off a power attack at the cost of some health, and you can press Y to dash ahead. While you can pull off dash attacks in this way, it can be a bit clunky as I find the dash works better as a double tap of the directional pad and, while you can no longer toss enemies at the screen, you can still slam them by attacking up close and fend off enemies attacking from behind with a back attack.

Gameplay is ripped from Turtles in Time but includes some new stages and mechanics.

Although The Hyperstone Heist has less stages than Turtles in Time, they’re much longer and even include transitions between different screens/areas; so, while you start in the sewers in this game, you hop up to the streets and play through a section of Alleycat Blues before dropping down into an alternative version of the Sewer Surfin’ stage. As ever with these TMNT arcade titles, there are a few opportunities to interact with the environment; traffic cones, candlesticks, barrels, explosive drums and boxes of fireworks and fire hydrants can all be used to take enemies out. While the game is lacking some of the more memorable stage hazards like Krang’s giant android body and the wrecking balls, many of these still crop up throughout certain stages; you can fall down holes, without fear of damage, to avoid attacks, step on loose planks, and injury your toes on spiked hazards. Turrets will pop up to freeze you solid, enemies can still grab and hold you for a beating, and electrical bolts and lasers will also still fry you to your skeleton. While you’ll still hop onto a rocket-powered board to fend off enemies across the ocean, these autoscrolling sections are limited to just the one instance here; things are mixed up a little with a high abundance of health-restoring pizza, flying Mousers, and lots of wreckage from the ghost shop to dodge and interact with, however. The Hyperstone Heist also includes the Technodrome stage that featured in the home console port of Turtles in Time, complete with the traditional elevator gauntlet section (only now the elevator goes down instead of up), but also shows its limitations and laziness by dedicating an entire stage to a boss rush (without any pizza to heal yourself up).

Graphics and Sound:
On a base level, The Hyperstone Heist is functionally very similar to the home console port of Turtles in Time, sporting the same heads-up display, similar sprite work, and the same environments and enemies, but it can’t be denied that the whole game has suffered a visual downgrade. This is evident right from the title screen, despite a unique new introductory sequence, and the far less impressive voice clips and limited animation frames. The TMNT even seem to be slightly out of proportion compared to their enemies, something I never noticed in the two versions of Turtles in Time, and the game is far more reliant on text, with dialogue featuring before and after each boss encounter. Still, everything looks and feels very true to the game’s arcade roots and continues to capture the quirky, slapstick nature of the animated series with its cartoony presentation and sound effects. The gameplay is noticeably slower, however, thanks to the lack of a turbo mode and it feels like a longer, far more tedious experience thanks to the levels dragging on a bit and the sheer number and aggression of enemies at any one time.

Some new areas, a new ending, and reshuffling of stages help the game stand out.

For the most part, the game’s levels are ripped right out of Turtles in Time, specifically the home console port; Sewer Surfin’ has been reduced to an on-foot stage (though the Pizza Monster still somehow jump out of the water), Alleycat Blues is a transition between the two sewer stages, and the pirate ship has been redesigned into a ghost ship, with the cave from Prehistoric Turtlesaurus now a transition to the Shredder’s secret lair thanks to the lack of a time travel plot. The game has supplanted the time travel stages of Turtles in Time with entirely new environments, with this most apparent in Scene 3 where you battle across a cliff top into a Japanese temple and a dojo where Shredder trains his disciples. Turtles in Time’s more visually interesting stages, like Prehistoric Turtlesaurus and Neon Night Riders, are replaced by a simple damp cave and a less thrilling water chase sequence, though the Technodrome remains largely unchanged. The final stage is also largely the same, though the Statue of Liberty has been replaced by this weird eldritch abomination of a machine in the background. Some of Turtles in Time’s cutscenes are also included, though altered to fit the slightly changed plot, and an entirely new ending sequence and defeat animation for the Shredder has been included that features some decent sprite work and partially animated sequences.Finally, the game’s soundtrack is largely the same as Turtles in Time’s but noticeably sped up and lacking in the oomph heard in the arcade release.

Enemies and Bosses:
As far as I could tell, every enemy you face in The Hyperstone Heist is ripped right out of the home console version of Turtles in Time. This means you’ll be fending off an endless swarm of robotic Foot Soldiers, each sporting different coloured pyjamas and different weapons, including throwing stars, swords, nunchaku, daggers, and tonfa. There is one new variant, however; a magenta-coloured ninja who breaths fire at you! Also returning are the Mousers (which scurry about and bite your hand), Roadkill Rodneys (which electrocute you with whips and fire lasers at you), these little laser firing spider-bots, and the Xenomorph-like Pizza Monsters. The Rock Soldiers also make an unwelcome appearance, generally in groups of at least three, to charge at you and fire heavy-duty ordinance right in your face. While many of the stage hazards return from Turtles in Time, you’ll spot a couple of new ones in Scene 3 thanks to this being an entirely new stage; these include a spiked ceiling, spiked bamboo canes that pop up from the floor, and ceremonial armour that fires electrical lasers at you.

After two copy/paste boss battles, Tatsu is a welcome, if easy, addition.

Every stage ends in a boss battle, with all of the bosses but one being repurposed from the two previous TMNT arcade games, though each sport a helpful life bar like in Turtles in Time’s home console port. After battling through the sewers and the city streets, you’ll face off against the monstrous Leatherhead. While the arena might be different, Leatherhead’s strategy is exactly the same as in Turtles in Time; he hops and scurriesabout, punching you or swiping with his tail up close and tossing daggers from across the screen, and basically sets the template that’ll work for every boss in the game which is get in there, land a quick combo, and jump away before you take a hit. After fighting through the decidedly unhaunted ghost ship, you’ll fight Rocksteady; sadly, there’s no Bebop in this game and this is basically just a copy/paste of his solo fight from the original arcade game as he charges at you, fires a machine gun in a spread, and tosses a few grenades into the arena, leaving himself wide open for your attacks in the process. Thankfully, the game does include a new boss battle at the end of Scene 3; here, you’ll face Tatsu from the first two live-action movies. Although he threatens that you’ll have to defeat his minions first, the Foot Soldiers actually fight alongside him, but it’s pretty simply to focus on him, avoiding the darts he fires across and rains down the screen, and pummelling him when he stands still.

Although the final bosses can be challening, the boss rush was a lazy addition to the game.

As mentioned, The Hyperstone Heist drops the ball somewhat with Scene 4, which takes place entirely in a dank cave and forces you to battle all three bosses again, one after the other, in what is fittingly called “The Gauntlet”. To be fair, the Pizza Monsters do show up again and all of the enemy sprites now have a new colour palette, and there’s no health here or in the final stage to help you through, but it’s pretty damn lazy to just shoehorn in a boss rush like this. On the plus side, it does culminate in a battle against Baxter Stockman that’s again ripped from the first arcade game; Baxter hovers about in this craft dropping Mousers on you and generally being a hard target, but I would’ve preferred to see an original stage ending in this boss fight. Similarly, you’ll again face Krang in the Technodrome but its in an adapted version of the Neon Night Riders battle rather than him being in his UFO; Krang’s android body dashes at you with a kick, smacks you with a clap attack, fires missiles from his chest, and rains bombs into the arena, but he still likes to gloat and leave himself an open target. Finally, you’ll take on the formidable Super Shredder in the game’s last stage just like in the home console version of Turtles in Time. While Super Shredder’s attacks and strategy remain the same, he’s been tweaked slightly; his projectiles and aura are now coloured coded, with blue bolts freezing you, green fireballs instantly killing you by reverting you to a normal turtle, and red flames hurting your toes.Additionally, I was only able to land a hit on Super Shredder when he was firing his freezing shot and he still hovers and dashes about to make himself an annoying target.

Power-Ups and Bonuses:
The Hyperstone Heist features exactly the same power-ups as those seen in Turtles in Time, namely the odd pizza to restore your health and one single, solitary Pizza Power item that sends you into a short-lived frenzy. You will also be awarded an extra life at every 100, 300, 500, 700, etc points, which is useful if you find yourself struggling.

Additional Features:
Similar to the home console version of Turtles in Time, The Hyperstone Heist features a few options you won’t see in the arcade releases; you can play on three different difficulty levels (Easy, Normal, and Hard), with different endings assigned to each one, set your lives and continues to anywhere from one to five, enable or disable back attacks, and make use of a sound test. The game may have taken a further graphical hit during the conversion, and there’s no versus or time trial mode, but you can still pick between two colour schemes, “Comic” and “Anime”, which gives the TMNT new colour palettes in a nice touch. As you’d expect, the Cowabunga Collection adds some extra features to the game; you’ll earn a 70G Achievement for completing each game on any difficult level, rewind the gameplay with the Left Bumper, and use the Right Bumper to access save states and display options. You can also choose your starting level and enable some additional lives using the collection’s enhancements, flick through a strategy guide, choose between the American and Japanese versions (with minimal differences that I could see), view the game’s box art and manuals, or simply watch the game play itself.

The Summary:
Naturally, there’s a lot to like about Teenage Mutant Ninja Turtles: The Hyperstone Heist, specifically because it’s built on and is essentially a rejigged version of one of the most beloved TMNT arcade games ever made. However, while the gameplay and presentation owes pretty much everything to Turtles in Time, there’s just enough here to allow The Hyperstone Heist to stand on its own two feet. The new stages, environments, and the way it shuffles Turtles in Time’s stages around to fit its slightly changed narrative makes for a fun and action-packed gameplay experience that’s both similar and altogether very different. Most noticeably is the face that Turtles in Time was a short, sharp arcade style experience that never outstayed its welcome, but The Hyperstone Heist certainly drags on thanks to its long stages. While this is great for longevity, it equals not just unnecessary padding but also highlights just how repetitive the beat-‘em-up gameplay is and draws undue attention to the graphical hit the game has taken in the conversion to the Mega Drive. The same trappings that restricted its two arcade predecessors remain but are more glaring as there’s only one Pizza Power power-up and the inclusion of a lazy boss rush and lack of additional gameplay options and mechanics certainly makes it inferior to its arcade and Super Nintendo counterparts. However, it’s easily the best and most entertaining TMNT videogame on the Mega Drive; it’s not quite as good as Turtles in Time but it’s good enough to be a decent brawler for the system and, while the additional features in this version are somewhat lacking compared to other games in the Cowabunga Collection, it’s great to see this rare and expensive gem of a fighter readily available for a new generation of gamers.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you ever own Teenage Mutant Ninja Turtles: The Hyperstone Heist on the Mega Drive? How do you think it compares to both versions of Turtles in Time? What did you think to the redesigned and additional stages? Were you disappointed by the artificially enhanced length of the game and the lack of new boss battles? Which of the characters was your go-to and what did you think to the additional features added to the Cowabunga Collection? Whatever you think, feel free to share your memories of The Hyperstone Heist down in the comments or on my social media.

Game Corner [Turtle Tuesday]: TMNT: Turtles in Time (Xbox Series X)


The first issue of Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) was published in May of 1984. Since then, the TMNT have gone on to achieve worldwide mainstream success thanks not only to their original comics run but also a number of influential cartoons, videogames, and wave-upon-wave of action figures. This year, I’m emphasising third entries and time travel shenanigans in the popular franchise every Tuesday in May!


GameCorner

Released: 30 August 2022
Originally Released: March 1991 (Arcade) / 24 July 1992 (SNES)
Developer: Digital Eclipse
Original Developer: Konami
Also Available For: Arcade, GameCube, Nintendo Switch, PC, PlayStation 2, PlayStation 4, PlayStation 5, Super Nintendo Entertainment System (SNES), Xbox, Xbox 360, Xbox One, and Xbox Series S

The Background:
Back in the late-eighties and early-nineties, the Teenage Mutant Ninja Turtles (or Teenage Mutant Hero Turtles for us Brits) took the lives of children everywhere by storm. Before Mighty Morphin’ Power Rangers (1993 to 1996) and Pokémon (1997 to present) dominated playgrounds, Christmases, and birthdays alike, kids were transfixed by the Teenage Mutant Ninja Turtles (1987 to 1996) animated series. A toned down version of the original, far darker Mirage Comics publications, the “Heroes in a Half-Shell” were so popular that they spawned not just a series of live-action movies (of varying quality), but also additional comic book spin-offs, a beloved line of action figures, and a whole host of videogames. It was Konami’s efforts with the original TMNT arcade game that laid the foundation for some of the franchise’s most influential gaming ventures and the developers sought to expand upon those efforts with this equally beloved sequel. Bigger, better, and longer than its predecessor, much of Turtles in Time’s impact can be attributed to the surprisingly faithful home console port that wowed SNES gamers back in the day, and the game was so memorable that it received an unfairly lambasted 2.5D remake in 2009. Though ports of Turtles in Time have been sporadically available, its remake was de-listed from digital stores for the better part of eleven years, meaning Turtles in Time was (ironically) lost to time until it was included in this Cowabunga Collection for modern consoles alongside a host of other games and quality of life features. As both the arcade and SNES versions are included in this collection, and the differences between the two don’t really warrant two separate reviews, I’ll be including both versions in this review.

The Plot:
The Turtles leap into action when Krang steals the Statue of Liberty, only to be sent hurtling through time courtesy of a time warp activated by their archnemesis, Oroku Saki/The Shredder, forcing them to fight Shredder’s army in both the past and the future in order to get home.

Gameplay:
Like its predecessor, Teenage Mutant Ninja Turtles: Turtles in Time is a sidescrolling beat-‘em-up that supports up to four players; supposedly, two-player arcade cabinets were released and the arcade version never made it over to Japan, but this version of the game allows both on- and offline co-operative play, though the SNES version of the game is limited to two player simultaneous co-op. As ever, players can select from one of the four Ninja Turtles who all control exactly the same but play slightly differently depending on the reach of their weapons (putting Raphael at a disadvantage). Gameplay is limited to two primary buttons, with X allowing you to attack and string together basic combos and B letting you jump; you can press X in mid-air for a flying attack and press X and B together to perform a power attack that doesn’t seem to drain your health meter. Once again, you have no dash options or dashing attack, but you can now slam and hurl enemies about by hitting X when up close to them and you can pull off a “back attack” to fend off enemies attacking from behind.

Despite a dip in graphics, the SNES version holds up surprisingly well to its arcade counterpart.

Turtles in Time is much bigger and longer than the last game, sporting nine levels to play through, each of which being far livelier and with more opportunities to interact with the environment. You can hit traffic cones, hydrants, explosive barrels, and boxes of fireworks to take out enemies but, even better, onscreen hazards like wrecking balls can also damage enemies. Hazards like these are far more plentiful this time around, including loose floorboards, mines, and electrical bolts from turrets and Krang’s massive exosuit so it pays to keep your wits about you and not just charge blindly ahead. Gameplay is mixed up a bit with two levels dedicated to fast-paced, autoscrolling action, first on a hoverboard in Sewer Surfin’ and then on a floating disk in Neon Night Riders; your combat options remain the same here, but some enemies are a little harder to hit as they’re floating above you and you’ll need quick reflexes to dodge hazards like the spiked gates and mines. The SNES version offers not only an additional score bonus for these stages but even includes an extra level, complete with a traditional elevator gauntlet.

Graphics and Sound:
Visually, the game is very similar to its predecessor; I’m pretty sure the sprites are all exactly the same, bar maybe a few additional animations and enemy variants, but they’re just as colourful and full of life as before. Every character pops against the background, has some limited idle animation, and the likes of Splinter and April O’Neil (depending on which version you’re playing) will appear to hurry you along if you dawdle. Voice clips are used to great effect, especially in the arcade release, with the Turtles shrieking, “My toes! My noes!” when hurt by spikes and ending every stage with a triumphant cry of “Cowabunga!” alongside a victory animation. Voice samples are far sparser and more dulled in the SNES version, naturally, which relies more on subtitles and its own sound effects, but both games still perfectly capture the quirky and slapstick nature of the cartoon. The SNES version also presents a different version of the Neon Night Riders stage, with the action taking place from behind the characters and the stage tweaked to make use of the console’s “Mode 7” features.

The game is noticeably bigger than before, with the SNES version even boasting new features.

Environments are far more varied this time around; thanks to the time travel plot, the TMNT don’t just fight through the streets and sewers of New York City but are also transported back to a prehistoric jungle (complete with shimmering heat effects from the lava and a cave full of falling stalactites), a pirate ship full of loose planks, a speeding train in the Old West, and the neon streets of the far-flung future! Levels are noticeably longer and with more enemies, with no visible slowdown, though the SNES version is automatically slower since you can’t activate a “Turbo Mode” to speed things up. The SNES version of the game does add a whole new Technodrome level, however, and swaps some bosses around, even replacing one entirely with one of my favourite villains from the series. Both versions of the game use big, colourful art to tell their story, with the SNES version offering different endings depending on the difficulty setting you played on. Finally, while the SNES version features some popping tunes and a decent rendition of the TMNT theme song, the arcade version impresses with its funky, adrenaline-pumping soundtrack and even boasts a rendition of “Pizza Power” for its introduction sequence.

Enemies and Bosses:
As is tradition for a TMNT videogame, you’ll primarily be fighting your way through hordes of robotic Foot Soldiers; these come in all different colours and variants, from the regular, easily dispatched purple ones to weapon-wielding goons garbed in red, silver, or yellow. These guys will toss shuriken at you, stab at you with spears and swords, toss giant bombs, or swing axes; they also come flying in on dinosaurs, charge at you on fire-breathing Velociraptors, and pilot flying machines. Robots also return as notable enemies, with one wildly swinging its boxing gloves at you, though you’ll only encounter Mousers in the SNES version of the game. There are some new enemies in Turtles in Time, too, including the Xenomorph-like Pizza Monsters and the Rock Soldiers, who charge at you and wield high-powered weapons of their own.

Bosses are more visually varied, especially in the SNES version.

Also, as is to be expected, some of the TMNT’s most recognisable foes return to dog you as end of level bosses. The first you’ll encounter is Baxter Stockman, now mutated into his human fly form; Baxter hovers overhead firing at you with a machine gun, only to switch to sending out plasma fists after you’ve damaged him enough. At the end of Alleycat Blues, you’ll battle Metalhead, who attacks from a distance with his extendable arms and legs and flies at you courtesy of a rocket-powered kick, though he has a tendency to stop and gloat and leave himself open to a counterattack. Sewer Surfin’ doesn’t feature a boss in the arcade version, instead forcing you to fend of a swarm of Pizza Monsters, but you’ll take on the Rat King in the SNES version, which is much more interesting and exciting as he’s in his little hovercraft and fires missiles and mines at you. Similarly, you face the underwhelming Cement Man in the arcade version of the Prehistoric Turtlesaurus level, with the mud-like goon sliming about the place and trapping you in mud, but the SNES version replaces him with Slash! This deranged doppelgänger is far more formidable, slashing at you with his jagged blade and spinning about the place as a whirling shell of bladed fury, making him a far worthier adversary.

Boss battles feature different phases and more formidable attack patterns this time.

After battling across the deck of a pirate ship, you’ll face both Tokka and Rahzar; while they simple charge, swipe, and hop about in the arcade version, they’re much more formidable in the SNES version, where they appear in the new Technodrome stage and sport flame and freezing breath and act as sub-bosses. In the SNES version of the pirate ship level, Bepop and Rocksteady take Tokka and Rahzar’s place; garbed in theme-appropriate attire, they attack you with a whip and sword, respectively. The hulking Leatherhead awaits at the end of the train stage, scurrying about the place, lashing at you with his tail, and tossing daggers your way, while you’ll go one-on-one with Krang while racing through the futuristic streets of 2020 A.D. Krang’s a lot less of a threat compared to the last game, dashing at you with a kick, smacking you with a clap attack, and firing missiles from his chest, but he resurfaces in the Technodrome stage. Now flying a UFO, he drops Mousers into the arena and teleports about to avoid your attacks, but the SNES version also adds a bubble-like projectile to his arsenal and has him more erratically which, in conjunction with his height, can make him a difficult target.

The Shredder is far more persistent and dangerous in the SNES version of the game.

Naturally, you’ll also do battle with the TMNT’s mortal enemy, the Shredder. However, in the SNES version of the game, you actually battle him twice and the final battle is noticeably different in both versions. The first time you face him is at the end of the new Technodrome level, where he hops behind the controls of some unseen giant mech and blasts at you with bullets while swiping with a retractable claw arm in perhaps one of the game’s most memorable boss battles. To defeat the Shredder, you need to avoid his targeting reticule and hurl Foot Soldiers at him in a fun bit of innovation, though this can be tricky to do due to poor visibility and the sheer number of enemies and projectiles. The Shredder awaits in the final stage of the game, too, where the Statue of Liberty looms in the background; in the arcade version, he attacks with his sword and martial arts skills while also sending out plasma hands similar to Baxter and once again sporting an instant death regression blast that turns you back into a regular turtle. In the SNES version, Shredder immediately transforms into his far more formidable Super Shredder form; protected by a flaming aura, Super Shredder sends fireballs flying your way, shoots flames along the ground, and fires bolts into the air while dashing about the screen at breakneck speed.

Power-Ups and Bonuses:
Unfortunately, for all the additions Turtles in Time sports, power-ups are not one of them. You can still replenish your health with the odd pizza box but the only other power-up available to pick up is a bomb pizza item that sends you into a frenzy for a few seconds.

Additional Features:
As is to be expected, the arcade release is limited in its options; you can play with up to four other players both on- and offline and try to out-do your last high score, but there’s not much else on offer beyond playing through this awesome game as a different character. The SNES version might have taken a graphical hit but actually boasts a few interesting additional features: you can go head-to-head against a friend in versus mode, take on three courses in a time trial mode, pick from three difficulty settings (with different continues and endings assigned to each), set your maximum number of lives, and enjoy the benefits of a sound test. You can also pick between two colour schemes, “Comic” and “Animation”, which gives the TMNT new colour palettes, which is a nice touch. Naturally, the Cowabunga Collection adds a number slew of extra features to the list, however; first, you’ll gain a 70G Achievement for finishing each game, you can use the Left Bumper to rewind, and use the Right Bumper to access save states and display options. The arcade version can be further enhanced with a level select, God Mode (which makes you invincible and allows one-hit kills on most enemies and bosses), the removal of the penalty bombs that kill you if you linger about, and the ability to activate the far harder “Nightmare Mode” and speed things up with Turbo Mode. The SNES version isn’t lacking in similar options, boasting a level select and additional lives, while also providing every boss with a helpful life meter. Even better, you’ll still get your Achievements even with these enhancements activated and you can again peruse a strategy guide, switch between the American and Japanese versions (with minimal differences that I could see), view the game’s box art and manuals, and even choose to simply watch the game play itself.

The Summary:
There’s a reason Teenage Mutant Ninja Turtles: Turtles in Time is remembered so fondly; it really was the quintessential TMNT videogame at the time, taking everything that was so good about the original arcade release and expanding on it with larger, more varied stages and far more interesting boss battles. While the gameplay remains very much the same and there’s a distinct and disappointing lack of power-ups, the game is much more enjoyable than its predecessor, offering more enemies and more visually interesting environments to battle through. The SNES release, while noticeably lacking in visual and audio quality, is a surprisingly faithful recreation of its arcade counterpart; sporting some nifty additional features and new levels and bosses, it’s easy to see why it was a must-have game for the system back in the day. The Cowabunga Collection only adds to the appeal of both games, offering numerous quality of life options to make gameplay a breeze and preserving these two classic arcade beat-‘em-ups for a whole new generation. There may be better beat-‘em-up titles out there, with more gameplay variety, more power-ups, and more options available, but Teenage Mutant Ninja Turtles videogames didn’t get much better than Turtles in Time when it was released and it’s a joy to see it more readily available so others can experience the fast-paced, action-packed pick-up-and-play thrill of these simplistic brawlers.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you ever play Teenage Mutant Ninja Turtles: Turtles in Time out in the wild? How do you think it compares to other TMNT videogames and similar arcade fighters? Did you own the SNES version? If so, what did you think to the new levels and bosses and were you impressed with the conversion from the arcade original? Which of the characters was your go-to and which of the game’s bosses was your favourite? What did you think to the additional features added to the Cowabunga Collection? Which of the four Turtles is your favourite (and why is it Raphael?) Whatever your thoughts, I’d love to hear your memories of Turtles in Time down in the comments or on my social media!

Game Corner [Turtle Tuesday]: TMNT III: Radical Rescue (Xbox Series X)


The first issue of Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) was published in May of 1984. Since then, the TMNT have gone on to achieve worldwide mainstream success thanks not only to their original comics run but also a number of influential cartoons, videogames, and wave-upon-wave of action figures. This year, I’m emphasising third entries and time travel shenanigans in the popular franchise every Tuesday in May!


GameCorner

Released: 30 August 2022
Originally Released: 25 November 1993
Developer: Digital Eclipse
Original Developer: Konami
Also Available For: Game Boy, Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

The Background:
The Teenage Mutant Ninja Turtles were almost unrivalled in popularity back in the late-eighties and early-nineties; known as Teenage Mutant Hero Turtles here in the UK, the “Heroes in a Half-Shell” dominated an entire generation with their comics, cartoon, extensive toy line, and videogames. Konami’s efforts not only proved a hit at arcades but also took 16-bit gamers by storm and helped to make Nintendo a household name in the UK. Additionally, Konami produced three handheld TMNT titles for Nintendo’s ground-breaking portable console, the Game Boy; though restricted by the Game Boy hardware, the first two games impressed in their ambition and even tried to incorporate elements from the arcade releases. However, for this third game, Konami chose to completely overhaul not just the graphics and gameplay, but the genre too; unlike the previous two handheld efforts, Radical Rescue was a “Metroidvania” title with a heavy emphasis on exploration rather than mindless brawling. This resulted in mixed reviews, with some criticising the decision due to the Game Boy’s hardware being insufficient for such a genre and others praising the genre shift as a means to improve upon its predecessors. Either way, Radical Rescue remained a Game Boy exclusive title for nearly thirty years before it was finally re-released in the 2022 Cowabunga Collection alongside a host of other TMNT games and quality of life features.

The Plot:
When their arch-nemesis, Oroku Saki/The Shredder, strikes again by kidnapping their master and father-figure, Splinter, the TMNT leap into action one turtle short. Now Michelangelo must venture into the Shredder’s hazardous mine to rescue his brothers, and their master, and put a stop to their enemy’s latest scheme.

Gameplay:
As mentioned, Radical Rescue is a 2D adventure game with a heavy emphasis on exploration as much as combat; it thus falls under the “Metroidvania” banner and will have you constantly consulting a barely useful grid-like map to discover new paths and areas to explore in your quest to locate the other TMNT. This means that, unlike every other TMNT game I’ve ever played up to this point, you can’t select a character from the start; instead, you’re stuck with Michelangelo and must defeat bosses to acquire keys to free his brothers and then hunt down key cards to access new areas, using each turtle’s unique skills to get past enemies and obstacles. Each turtle controls the same; you use X to attack and A to jump and press X while jumping to do a flying kick. Unlike in the TMNT’s last two Game Boy outings, you can neither throw shurikens or perform a slide kick with down and X, though you can toss shuriken when climbing ladders and you’re able to switch to one of the other turtles at any time from the pause menu and each one not only has their signature weapons but comes with different abilities to get past hazards and access new areas of Shredder’s diabolical mine. Mikey actually ends up being one of the most useful characters; I found myself defaulting back to him a lot as he can perform a helicopter-like glide with his nunchakus when you press and hold A while jumping, which is great for drifting past spike pits or reaching out of the way platforms.

Each turtle has their own unique abilities to aid with exploration as well as combat.

While I can’t be certain, I’m fairly sure that the game forces you to rescue each of Mikey’s brothers in a specific order; I definitely found myself following a particularly path but then my logic was based simply on going for whichever boss and key card was closest to where I was. Thus, the first turtle I rescued was Leonardo, who’s given the bizarre ability to burrow through certain blocks by pressing down and A, effectively turning him into a living drill. Next, I rescued Raphael who can pop into his shell with down and A to pass harmlessly over spikes (until you inevitably have to jump up to a platform) and through small gaps and tunnels; this also makes him immune to certain attacks, which is helpful. Finally, I rescued Donatello, who can cling to and scale walls by jumping at them, which is basically required to access the final areas of the mines. Naturally, each turtle has their own strengths and weaknesses in combat, with Raph and Mike limited in their reach compared to their brothers, but I found myself favouring Mike since there’s more emphasis on jumping than any of the turtle’s other abilities. Every time you defeat a boss, your health will be fully restored, which is useful; rescuing a turtle (and, later, Splinter) grants you a password that you can jot down from the pause screen to continue if you fail in your quest, but your main enemy here will be trying to find your way around the mine and surviving its mechanical trap rooms.

Exploration and backtracking are greatly emphasised to find secrets and rescue your allies.

Radical Rescue all takes part in one large interconnected map; you start on the outside of the main area and venture out here a couple of times to reach other otherwise inaccessible parts of the mine, and will go through doors (either using a key card or passing through from a certain direction) to enter mechanical areas where a boss lurks. These areas, and the mine itself, and crawling with respawning enemies and numerous hazards; we’ve got falling boulders, spike pits, wall lasers, bursts of flame, ceiling spikes, Foot Soldiers trying to run you down in giant mine carts, and extremely annoying bubble-like projectiles that clog up the screen and follow you incessantly. The Cowbunga Collection allows you to activate “helpful map icons” and I’d definitely recommend doing this; it doesn’t help the basic nature of the map but it’s useful to know that you’re heading to a boss, key card, or captive in need of rescue. This will serve you well when it comes to exploration; naturally, you’re somewhat limited in how far you can go in the mines when you only have one or two turtles on hand but, when you have them all, it’s very easy to get turned around because the map is so simplistic and many of the game’s environments all look the same. Because of this, it’s not uncommon to locate a captive turtle but not have a key or to run into a door that requires a key card you haven’t gotten yet, or to have to backtrack halfway across the map to get an item you require. Once you get used to the map and have all four turtles rescued, exploration gets a little easier; you can take shortcuts by climbing or digging down certain areas, for example, but a quick travel system to the four compass points of the map would’ve been much appreciated.

Graphics and Sound:  
To be fair, Radical Rescue is a step up from the TMNT’s last two Game Boy titles. Sprites are smaller now, but actually benefit from it; you get more screen space to work with and the game runs much smoother by default. As a trade-off, though, the game’s taken a step back in some areas; Leo and Raph only hold one of their weapons again, there are no idle animations, and the common Foot Soldiers simply wander about the place. However, the TMNT are far more versatile this time around; their new abilities help them to be more unique and offer up some new ways to play and some new animations and the boss sprites are far bigger and more visually interesting. Additionally, the story cutscenes are the best yet for a TMNT Game Boy title; text and large sprite art are used to convey the general plot and whenever you rescue an ally and, while these barely contain any frames of animation, they’re much more detailed than in the previous games.

The visuals are far better but environments are too similar to impress all that much.

The game’s music isn’t bad, either; while sound bites are at a minimum this time around, Radical Rescue still features a pretty good version of the classic TMNT theme and each area of the game has different music associated with it. However, where the game falters, for me, is in the variety of its presentation; while it’s nice to not be ploughing through the sewers, streets, and Technodrome again, I question the logic of setting the entire game in a drab, repetitive mine. Sure, there are ladders, lanterns, and some different rocky formations here and there but the Game Boy simply isn’t powerful enough to make this large and boring environment visually interesting. When you’re outside, it’s a different story; the background is still quite plain and generally just shows clouds or mountains, but it’s a nice change of pace from rocks and shit. The mechanical areas do help to break things up as well, but these all look and feel the same as well; it’s way too easy to get lost because most of these areas are largely indistinguishable from each other. I think it would’ve helped to theme them after the elements; have one take place under water or covered in snow, one have more lava pits and fire hazards, maybe implement a wind theme…anything but the same screens over and over. In this way, while Radical Rescue is easily the biggest and most involved of the TMNT’s Game Boy adventures, it also paradoxically feels the least innovative because it’s just not very engaging to plod from one dark cave to one mechanical hellscape and back again.

Enemies and Bosses:
As is to be expected, the Shredder’s Foot Soldiers are all over the place. Unlike in the TMNT’s last two Game Boy games, they’re a little bit more competent here; they mostly just wander around but the greater emphasis on horizontal and vertical exploration means they’re often in awkward places and the fact that they constantly respawn can make traversal a bit difficult at times. The Foot Soldiers will toss grenades at you (which you can destroy), wield pickaxes, and fly overhead with jetpacks to drop bombs on you, as well as try to run you down in large mine carts. You’ll also encounter little laser firing spider-like robots, these weird rock-like humanoids, and mechanical frog-like enemies that hop about and fire at you. Traditional TMNT enemies like Mousers and Roadkill Rodneys are absent here, replaced by swooping bats and an abundance of environmental hazards, such as homing missiles and spikes. Another area where Radical Rescue is a step back from its predecessors is its bosses; the game boasts only five boss battles, with all but one being some of the TMNT’s more obscure enemies (at least for me). Each one sports a health meter and each boss fight takes place in an enclosed arena that’s ripped right out of the Mega Man series (Capcom, 1987 to present).

Bosses are fought in enclosed arenas and will test your patience at times.

The first boss I thought was Scratch, who jumps about, swipes at you up close, and hurls a ball and chain at you from a distance. Scratch very much sets the standard for Radical Rescue’s bosses in that they have quite large hit boxes, deal quick, heavy, and nigh-unavoidable damage up close, and you need to get into a bit of a rhythm to land an attack; rather then simply tank through their hits and whittle their health down, it’s better to keep your distance and play things smart, something that serves you well in the fight against Dirtbag. This mining mole dashes at you with a super annoying uppercut and swipes with his pickaxe, but will also leap into the air and stun you if you’re touching the ground when he is. It’s pretty hard to avoid him as he always aims to land on top of you, so you need to jump away and then quickly double back to hit him and then jump away again to avoid taking damage. I was probably getting the hang of the game by the time I fought the Triceraton as he actually seemed a bit easier; for this fight, stay out of his crosshairs and avoid the lighting bolt he fires out while being mindful of his charge attack, but otherwise he’s not too dissimilar from the Rocksteady and Bebop bosses of previous TMNT games.

As if battling these tricky bosses wasn’t bad enough, you’re forced into a boss rush before the finale.

Lastly, you’ll battle with Scale Tail, probably the most difficult of the four main bosses; Scale Tail lashes at you with his tail when you’re up close and spits a projectile at you that becomes a plume of fire. If you manage to avoid this, the snake will try to blow you into the hazard, though this is actually your best chance to attack him providing you can fight against the rush of air and avoid taking damage from his large hit box. After battling through the hazardous final section of the game, you’ll have to fight all four bosses again, one after the other, with no health items or reprieve between each bout! While this is easily one of the laziest gameplay mechanics of any game, I actually found the bosses a little easier the second time through, probably because I was more aware of their attack patterns and had a tried-and-tested strategy in mind for beating them. After defeating them all again, you’ll get to take on “Cyber Shredder” in a two-phase boss battle where he gets a whole new health bar after the first round while you get nothing, making for easily the toughest segment of the game. Shredder flies across the screen with a knee attack, levitates overhead and spams a diving kick, throws kicks at you up close, and launches an orb-like projectile that becomes a plume of fire. In the second phase of the fight, these flames are bigger, the Shredder gains an aerial projectile, and his attacks become faster and more aggressive.

Power-Ups and Bonuses:
Unfortunately, despite being a Metroidvania adventure, Radical Rescue doesn’t offer anything that new in terms of pick-ups and power-ups. Each turtle acts as a power-up in a way, offering new traversal options, but the best you’ll hope for in any tangible way is the odd slice of pizza dropped by defeated enemies to refill your health. Two new aspects though, are the ability to pick up and store a whole pizza, which will replenish your health bar when it’s drained (a literal lifesaver in boss rooms) and the ability to permanently extend your health bar by picking up hearts hidden throughout the game.

Additional Features:
Another way Radical Rescue is a bit of a step back is the lack of any in-game options; there are no difficulty settings here, no bonus games, and the only real option available to players is to continue their progress with the password system. When playing the Cowabunga Collection, you’ll net a sweet 70G Achievement for completing the game; you can also check out the game’s box art and manuals, switch between the Japanese and American version, apply various borders and display options (including an LCD display to recreate the feeling of playing on the Game Boy’s eye-watering screen) and make use of a strategy guide for some helpful tips. While the only enhancement on offer is to activate helpful map icons, you can still rewind the game with the Left Bumper and access save states using Right Bumper, both of which are incredibly helpful during the game’s trickier platforming and boss sections.

The Summary:
I was completely caught off-guard by Teenage Mutant Ninja Turtles III: Radical Rescue; I was not expecting it to be this sprawling Metroidvania-style game and it took me some time to come to terms with the dramatic genre shift compared to the more action-oriented TMNT games I’ve played. That’s not to say there’s a lack of combat here; you’ll still be busting plenty of heads, but the emphasis is much more on exploration, back-tracking, and thinking about how to get past obstacles and progress to new areas. In some ways, this is much appreciated; the game is surprisingly big, definitely offers something different from the TMNT’s usual games, and I liked that the TMNT each had their own abilities to help differentiate them. While I appreciate that it’s offering something different, it’s pretty tough to find your way around the repetitive environments and I’m unimpressed by the mine setting, as large as it is. There was also little incentive for me to switch between turtles, the bosses were unnecessarily troublesome at times, the inclusion of a boss rush was beyond lazy, and I don’t think the enemies, environments, or bosses really captured the depth of the TMNT license. Still, the gameplay wasn’t bad and it’s clear that Konami had finally come to grips with the Game Boy’s capabilities by this point so it’s probably worth another go-around as long as you play this version of the game, with all the handy features to get around its more frustrating aspects.

My Rating:

Rating: 2 out of 5.

Could Be Better

Did you have Teenage Mutant Ninja Turtles III: Radical Rescue in your Game Boy library back in the day? What did you think to genre shift towards exploration and Metroidvania mechanics? Which character’s ability was your favourite and which one did you play as the most? What did you think the the game’s presentation and the boss battles? What’s your favourite Metroidvania title? Whatever you think about Teenage Mutant Ninja Turtles III: Radical Rescue, feel free to share them in the comments below or leave your thoughts on my social media.

Game Corner [Turtle Tuesday]: TMNT III: The Manhattan Project (Xbox Series X)


The first issue of Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) was published in May of 1984. Since then, the TMNT have gone on to achieve worldwide mainstream success thanks not only to their original comics run but also a number of influential cartoons, videogames, and wave-upon-wave of action figures. This year, I’m emphasising third entries and time travel shenanigans in the popular franchise every Tuesday in May!


GameCorner

Released: 30 August 2022
Originally Released: 12 December 1991
Developer: Digital Eclipse
Original Developer: Konami
Also Available For: Nintendo Entertainment System (NES), Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

The Background:
The Teenage Mutant Ninja Turtles (or Teenage Mutant Hero Turtles here in the UK) were the in thing for kids like me back in the eighties or nineties thanks, largely, to the popularity of its influential cartoon and extensive toy line. After helping to define the term “NES Hard” with their original, incredibly successful TMNT title for the NES, developers Konami turned to the equally popular arcade game for the sequel, which proved to be a hit thanks to its ambitious recreation of its far superior arcade counterpart. By the end of 1991, Konami had mastered the art of bringing the TMNT to the arcades with the smash title Teenage Mutant Ninja Turtles: Turtles in Time (Konami, 1991), which also took 16-bit gamers by storm with its home console port. NES players weren’t forgotten in this time, however, with this 8-bit expansion of the previous NES title being critically lauded despite it never actually being released in the United Kingdom. Although TMNT III: The Manhattan Project was never ported or re-released to other consoles or digital services, the 2022 Cowabunga Collection remedied that for modern gamers by including it alongside many other TMNT games and quality of life features

The Plot:
While vacationing at the beach, the TMNT leap into action when their archnemesis, Oroku Saki/The Shredder, kidnaps April O’Neil and hijacks the entire borough of Manhattan, turning it into a floating island and daring them to challenge him.

Gameplay:
If you’ve played any of the TMNT’s arcade efforts, especially Teenage Mutant Ninja Turtles II: The Arcade Game (ibid, 1990), you’ll be immediately familiar with the controls, features, and gameplay of The Manhattan Project. As in those titles, the game allows up to two plays to pick from one of the four titular turtles and battle their way through waves of enemies in a variety of locations, many of them drawing from tried and tested environments such as the sewers and the Technodrome. The Manhattan Project offers two options for two players, one that allows friendly fire to be activated for an extra level of difficulty and one that disables it so you can play like a normal person. The controls couldn’t be simpler; you press X to attack and A to jump, with your chosen turtle pulling off a mid-air kick when you press X when jumping. Each turtle control exactly the same and is defined primarily by their colour scheme and the range of their weapon, with Raphael at an obvious disadvantage and Donatello having a longer reach. You can toss enemies overhead by pressing down and X, which seems to do greater damage, or pull off a power attack at the cost of some health by pressing X and A together. Each turtle has their own power move, with Michelangelo performing a handspring kick, Donatello barrelling across the screen in a cannonball, Leonardo flying into a sword cyclone, and Raphael performing an M. Bison-like torpedo attack, but I found actually getting them to execute these power modes to be surprisingly unreliable since all you have to do is press two buttons together.

The TMNT have more attack options and the game is decidedly more akin to its arcade brethren.

Overall, gameplay and combat is basically exactly the same as in the previous NES title and naturally lacks some of the additional animations and options seen in the superior 16-bit titles, with no dashing, elaborate combos, or throwing options available to you, but as a simple pick up and play arcade brawler it does the job pretty well for those who were stuck with the NES. Additionally, gameplay is once again mixed up slightly with a sidescrolling chase sequence in Scene 2 that sees you slashing across the ocean on a surfboard; there are also times when you’re asked to travel diagonally and where you can jump up to a higher level to avoid certain hazards. As ever, the TMNT need to watch out for holes and barrels, which will squash them flat, and new hazards like explosive pipes in the sewer and conveyor belts on the floor of the Technodrome, though you can switch to a different character when you run out of health. The Manhattan Project also includes an elevator section, as is the staple [https://www.digitiser2000.com/main-page/10-weird-rules-for-every-scrolling-beat-em-up] of any good beat-‘em-up, with this one taking you up the outside of a skyscraper like it’s Street of Rage (SEGA, 1991), but also includes some unique fighting stages that in themselves act as hazards. You’ll be fighting on top of a submarine, on a bridge strewn with holes, and on the aforementioned lift; in these areas, you need to be careful not to jump or be hit into the water or down the gaps as it’ll cost you some health. However, you can awkwardly manipulate your enemies into falling to their deaths in your place and, if you simply walk near the edge, you’ll hang on rather than simply slipping off as in most 2D games from this era.

Graphics and Sound:  
On the surface, The Manhattan Project really isn’t all that much different from the TMNT’s last NES title; however, the environments and overall presentation is far better. For starters, the game ambitiously recreates the cartoon’s iconic opening sequence and the game even includes a few sound bites here and there to evoke its technically superior arcade and 16-bit counterparts. While TMNT’s sprites don’t seem to be all that different, they have been tweaked a bit: Leonardo now holds two katana, for example, and there’s some animation on Donatello’s bo staff as he walks; even their idle animations have been expanded a little bit to include foot tapping and such. Although you can again remove the slowdown and sprite flickering, these elements are still somewhat present, with the same minor screen tearing and the screen still struggling to scroll properly; you’ll find yourself walking right at the edge of the screen and needing to hop back to get things moving less jerkily. The enemies are a little more diverse this time around; not only do they pop up from manholes, out of the water and sand, and from behind parts of the environment, but Foot Soldiers will scurry down poles, burst out of vehicles, and your turtle can get blinded by gas and sand this time around.

The Manhattan Project is undeniably graphically superior to its predecessor.

Environments are much improved over the TMNT’s last NES game; though still a far cry from the arcade and 16-bit titles, there’s much more detail, colour, and even a bit of animation here and there (such as the tide coming in on Scene 1). This is best seen in the Technodrome stage, which is far more visually interesting than before, and in the sewer, where you now cross through waist-high water rather than just being in a simple brick environment. There are some new stage types on offer here, such as the beach that opens the game and includes a pier, the aforementioned submarine, and even generic stages like the bridge are spruced up with large holes to avoid. Perhaps the most impressive environments are the subway, where enemies will jump out of subway trains, and those set on the rooftops of the floating city as you can see skyscrapers and other buildings in the background. Cutscenes and music are much improved this time around as well, with the TMNT transitioning between stages on their blimp more sprite art, voice samples, and speech bubbles being included, and even the heads-up display has been changed up to give it a more distinct visual identity.

Enemies and Bosses:
As ever, your most persistent enemies will be the robotic Foot Clan and their many variants; these guys will toss large shuriken at you (though you can deflect these with you weapons), burst up from the ground, blast at you from hovercrafts, hover about on floating discs, wield whips, and ride around on large rolling balls. The Foot also toss balls and weights at you to squash you, attack with swords, toss daggers in a spread, throw lances and boomerangs at you, and you’ll find two working in tandem to fry you to your shell with an electrical beam. The Rock Warriors are also back, though thankfully without their annoying charge attack; now, they still fire machine guns and heavy ordinance but can also temporarily stun you with gas grenades and send you flying across the screen with a swing of a girder! Robots also dog your progress, with flying bugs diving at you in a kamikaze run, humanoid robots firing projectiles at you, spider ‘bots dropping from the ceiling as rocks, and Mousers clamp down on your hands.

Familiar villains and accompanied by some newcomers as bosses and mini bosses.

As The Manhattan Project is a much bigger and longer game than the TMNT’s last outing on the NES, you’ll have to contend not only with a few more bosses but also a mini boss or two, all of whom come complete with a helpful life bar and will be immediately familiar both to fans of the franchise and anyone who’s played any of the TMNT’s arcade outings. As is often the case in these types of TMNT games, the first boss you’ll fight is Rocksteady and he’s not really changed his attack pattern up all that much; in addition to kicking and punching you when you’re up close and charge at you from a distance, he comes armed with a harpoon gun to launch projectiles your way. The second boss, Groundchuck, represents not just a rare venture into different villains but also an increase in difficulty as he charges around the screen erratically and swings a pipe at you after you deliver enough damage to him. Halfway across the bridge, you’ll get attacked by my favourite TMNT villain, Slash; this dark turtle jumps about the place, spins around on his spiky shell, and (appropriately) slashes at you with his jagged sword. He’s merely an appetiser for Bebop, who now comes equipped with a spiked mace that he twirls over his head and whips at you in a horizontal line. Down in the subway, you’ll fittingly do battle with Dirtbag, who comes rolling in on a mine cart and fires rings from his miner’s helmet; although he also wields his trademark pickaxe, he leaves himself wide open for an attack when it gets stuck in the ground.

Since the game’s bigger, it only makes sense that there’s more bosses and that they’re a bit tougher.

When you reach the end of the sewers, you’ll have to fend off the Mouther Mouser mini boss (a Foot Soldier on a larger Mouser who spits out fireballs and smaller Mousers) before finding yourself on a narrow path surrounded by rising water and once again doing battle with Leatherhead, who not only whacks at you with his tail but also fires a shot gun spread your way. Rahzar and his ridiculously disproportionate head is the mini boss of the Technodrome and again charges at you, swipes with his claws, and can freeze you into a block of ice with his spit. Defeating him sees you facing off with the Shredder, with April held hostage nearby; a cheap spam artist who can kick you clear across the screen, the Shredder slashes with his sword and has a devastating throw, but is thankfully lacking in his de-evolution powers this time around. Tokka attacks you on the rooftop; carrying a shield to block your flying attacks and able to uppercut you into the electrifying neon sign in the background, Tokka also likes to take a bite out of your face and punch at you. The Mother Mouser reappears on Krang’s ship, which is also where you’ll naturally battle Krang; again, his sprite leaves a lot to be desired but he’s a bit tougher this time around thanks to the electrical hazard in the arena, his rocket punch, missile barrage, and tendency to electrify his body while taunting. Krang can also split his android body into two, with his torso floating about firing eye beams at you as his legs stomp about trying to kick you. You’ll immediately face Super Shredder after this fight; Super Shredder can teleport and dash about, send you flying with a swipe, summon a lightning strike and even turn you into an ordinary turtle with a fireball…although this is now a temporary ailment rather than an instant death move.

Power-Ups and Bonuses:
Unfortunately, The Manhattan Project doesn’t expand on the available pick-ups in any way; the only power-up you’ll find here are the all-too-rare instance of some health-restoring pizza, which is a bit of a shame considering Turtles in Time had added a new power-up item.

Additional Features:
There aren’t any in-game options available to you in The Manhattan Project beyond picking between the two different two-player options unless you enter the legendary “Konami Code”. This means that your only options for replay here are to pick a different turtle or play with friendly fire on and off rather than setting different difficulty levels. The Cowabunga Collection does offer some additional features, however; first, you’ll earn yourself a respectable 70G Achievement for completing the game and you can the game’s box art and manuals, switch between the Japanese and American version, apply various borders and display options, and listen to the game’s soundtrack. The enhancements also allow you to remove slowdown and sprite flicker, allow for “easy menu navigation” (which I found no use for), and offer a super useful infinite lives and an easy mode if you’re struggling. Finally, you’re still about to rewind the game with the Left Bumper, access save states using Right Bumper, and watch the game play itself if you fancy it.

The Summary:
Teenage Mutant Ninja Turtles III: The Manhattan Project isn’t much compared to its arcade and 16-bit counterparts, for sure; it’s undeniably graphically inferior, the sound and music isn’t anywhere near as clear, and the gameplay and combat remains restrictive and clunky thanks to the limitations of the NES. However, it’s quite obviously a step up from the TMNT’s previous outing on the NES; not only are the sprites a little more alive, the environments are far more detailed and the game is almost double the length of its predecessor, meaning that it’s a pretty decent 8-bit alternative to the likes of Turtles in Time. It’s unfair to be too harsh on it considering the power of the NES simply can’t compete with its bigger brothers, but it’s a far more impressive effort that its predecessor and felt much more like a complete, concentrated effort rather than a downgraded port. The addition of mini bosses was a nice touch and I liked how the bosses had second phases or upped their attack strategies after you dealt enough damage. The cutscenes and story are far more impressive this time around, though the lack of additional options, power-ups, and gameplay mechanics keeps it from really being all it could be. Giving each turtle their own power move was a nice touch and I liked the additional animations and stage variety on offer here; in some ways, it’s like a remix and expansion of its predecessor, but it’s clearly the superior of the two so I had a pretty good time playing through this one.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did Teenage Mutant Ninja Turtles III: The Manhattan Project make it into your NES library back in the day? What did you think to the gameplay and presentation of the game, especially compared to its predecessor and arcade counterparts? Which character’s power move was your favourite and what did you think to the new bosses and mini bosses? What did you think to the new, longer stages and the additional tweaks made to the visuals? Did you play with the additional features added to the Cowabunga Collection? What’s your favourite NES game? Feel free to drop your opinions on the TMNT’s third outing on the NES in the comments section down below or share them on my social media.

Game Corner [Robin Month]: Gotham Knights: Deluxe Edition (Xbox Series X)


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


Released: 21 October 2022
Developer: WB Games Montréal
Also Available For: PC, PlayStation 5, Xbox Series S

The Background:
In 2008, Eidos Interactive and Rocksteady Studios delivered one of the greatest superhero videogames of the modern era, Batman: Arkham Asylum, which proved to not only be a critical and commercial success after years of Batman games of varying quality but also kick-started an incredibly successful and well-regarded series of videogames. Batman: Arkham City (ibid, 2011) proved to be bigger and better and, despite criticisms of its driving sections, the final game in the series, Batman: Arkham Knight (ibid, 2015), was still met with largely favourable reviews. After the success of Arkham City, Warner Bros. Interactive Entertainment turned to WB Games Montréal to develop a prequel and give Rocksteady Studios time to produce their expansive and impressive finale. Although Batman: Arkham Origins (ibid, 2013) is often considered the black sheep of the franchise, I found it to be just as enjoyable as Arkham City and it still sold incredibly well and it even laid the foundation for a spin-off focusing on the Suicide Squad. Indeed, in August 2020, it was announced that Rocksteady would be returning to their popular spin-off franchise for a Suicide Squad title but, at the same time, WB Games Montréal were also revealed to be working on their own Bat-centric title, one that wasn’t connected to the Arkham series but still owed a lot to it in terms of its presentation and gameplay. Unlike the Arkham games, Gotham Knights was to be a multiplayer, open-world adventure set after the Dark Knight’s death and focusing on his four protégés; the game was built to incorporate role-playing elements and online functionality to allow players to co-operate in combat and missions. However, also unlike its spiritual predecessors, Gotham Knights was met with mixed reviews; while the customisation and visuals were praised, the combat and focus on grinding was criticised; the lack of variety offered by mission objectives and dull mechanics were also a negative, though the focus on character relationships was praised.

The Plot:
Batman is dead, killed in battle with Rā’s al Ghūl. In his place, his four protégés – Dick Grayson/Nightwing, Tim Drake/Robin, Barbara Gordon/Batgirl, and Jason Todd/Red Hood – must work together to combat the escalating crime sweeping the city, fill the void left by the Dark Knight, and investigate a mysterious secret cabal known as the Court of Owls.

Gameplay:
Gotham Knights is a third-person action game that takes place in an open-world environment, includes a great deal of role-playing game (RPG) elements, and allows players to pick between one of the four titular Gotham Knights and take on a variety of missions across different nights in Gotham City. Although each of the Gotham Knights has their own pros, cons, and special abilities, they all share the same control scheme, which, like many things in the game, is similar to that of the Batman: Arkham series but also a little different. You attack enemies with X; tapping the button will unleash a small combo that quickly gets a little repetitive and holding X charges up an attack for extra damage and to break through the enemy’s guard or shields. A is use to open doors, squeeze through gaps, interact with the environment, and to hop over obstacles using the game’s dysfunctional parkour mechanic; as you run around (accomplish by pressing in the left analogue stick), you can tap A to hop over gaps or up to higher levels, but the only time you can actually jump is after grappling to a ledge (accomplished by tapping the Left Bumper). Press Y sees you toss out a ranged attack, either with Batarangs or Red Hood’s apparently non-lethal pistols, and you can also hold Y to knock back and stun enemies with a wider ranged attack. B allows you to evade; there is no counter system like in the Batman: Arkham games but you can hop over and under incoming attacks and out of the way of gunfire (helpfully indicated by danger lines) and, if timed correctly, pull off a counter by tapping X after a dodge. Like the combat, it’s not as slick or intuitive as in the Batman: Arkham games, which again is something that comes up a lot here, but it does a decent enough job.

Each character has their own unique skills and abilities to fight crime in a Gotham without Batman.

The Left Trigger allows you to precision aim your projectile to attack specific enemies or interactable elements, such as exploding barrels, electrical boxes, or chains to create platforms; the Right Trigger lets you grab enemies after you’ve whittled their health down enough, allowing you to finish them off with a strike attack with X, interrogate them to fulfil mission objectives with Y, or toss them at other enemies (or off a rooftop!) with B. The Right Bumper brings up the onscreen “Ability” menu; as you pummel enemies and perform well-timed evades, a meter will build up that allows you to perform your character’s unique attacks, such as a flurry of strikes, unleashing an elemental attack, calling in a drone for a short time, or sending out a bunch of little nanobots. Some of these will boost your attack, other will create a hologram to distract enemies. Similar to the Batman: Arkham games, you can also crouch by pressing in the right stick and take to higher perches to scope out large groups of enemies; this allows you to pull off silent takedowns or ambush takedowns if you want to make a little more noise, disable any security cameras or turrets, and use the environment to instil fear in your enemies and cause them to hesitate. While there are no “Predator” sequences, the spirit of this mode is still alive here; you’re often encouraged to take a stealthy approach, something Robin is especially good at, but you can just as easily tackle most situations head-on since the Gotham Knights are much better at resisting and avoiding gunfire. Additionally, your health will no longer be restored after taking out enemies; instead, you carry a limited umber of health packs, which you can use by pressing right on the directional pad (D-pad); enemies will sometimes drop health packs when defeated so look out for these and, if you’re defeated, you’ll respawn but will have lost a chunk of the bootie you picked up in the mission. At first, the Gotham Knights seem a bit limited compared to their caped mentor; each has their own individual strengths, with Nightwing being more acrobatic and Red Hood a powerhouse brawler, for example, but none of them are capable of gliding, at least not at first. You’ll need to complete a series of side missions with each character, ranging from stopping the randomly-generated “procedural crimes” around the city, interacting with non-playable characters (NPCs) like Alfred Pennyworth and Renee Montoya, to eventually unlock each character’s unique traversal method (known as “Heroic Travel”). Nightwing gets a jet-powered glider, which is a bit clunky to control; Robin taps into the Justice League’s satellite’s to teleport short distances, Red Hood harnesses the power of the Lazarus Pit to pull off a mid-air leap, and Batgirl gets a conventional glide.

Race through the streets on the Batcycle and use the shadows and your detective skills to complete missions.

All of these are performed with RT and you’re encouraged to practice and master them using time trials scattered across the city, but I found them a bit unwieldy so I relied mostly on the grapple, which can be chained together to quickly cross horizontal and vertical distances, and the Batcycle. Summoned by pressing up on the D-pad, the Batcycle is a fast and nimble way to get around the impressively crowded city streets; RT accelerates, LT brakes, reverses, and lets you perform a drift, Y sees you perform your ranged attack (though you can plough through pedestrians and enemies as well), A performs a wheelie for a ramp boost, and you can even rocket off the Batcyle with LB. The Batcycle is much more fun than Arkham Knight’s Batmobile and Gotham Knight’s handy and familiar compass and waypoint system mean it’s easy to blast your way to each objective, but you can also unlock various fast travel points across the map by taking out drones as a story objective to make things even faster. Between missions, you’ll return to the Belfry to rest up, advance the story, interact with characters, and upgrade your gear but you can also quick launch missions from here, which will spawn you in a unique and enclosed section of the city to take on one of Batman’s rogues in a specific environment, such as Arkham Asylum or the city dam. Another holdover from the Batman: Arkham games is the ability to scan the environment; pressing or holding down on the D-pad lets you perform an AR Scan, which highlights interactable elements, allows you to tag specific enemies, and is essential for examining crime scenes. Here, you scan dead bodies, lab equipment, and other key areas for clues; sometimes you need to identify a specific item, other times you need to link two together, and you’re often given the option of quick-solving the puzzle if you take too long. It’s a decent system as you’re spending half the game in what’s essentially a wire-frame mode like in the Batman: Arkham games, but it can lead to you feeling obligated to AR Scan every nook and cranny for potential items of interest. When playing Gotham Knights, you have the option of focusing on the main story or taking care of numerous side missions, however this is often actually integral to completing the main story or upgrading your characters. Consequently, while you could glide past most of the random crimes and enemies in the Batman: Arkham games, that’s not the case here; playing on the “Normal” difficulty is quite a challenge, practically forcing you to engage with every premeditated crime and side mission to get stronger, so I definitely recommend playing on an easier difficulty to make things less repetitive. And things can get very repetitive: crimes range from punks trying to bring into cars or escaping police custody, to performing bank heists, hacking into terminals, attacking armoured cars, and even racing away down the streets. You’ll be retrieving organs from organ traffickers or Modchips from goons, defending your allies and other NPCs from attacks, tracking down pieces of Basil Karlo/Clayface, disrupting Doctor Harleen Quinzel/Harkey Quinn’s latest scam, and sneaking into areas through vents to take out enemies.

While you’ll be repeatedly stopping the same crimes, some missions are more memorable than others.

These missions repeat over and over, with stronger and more diverse groups of enemies being mixed in, but with very little deviation; sometimes you can gain bonus rewards if you stay undetected or take out enemies in certain ways or avoid damage, other times there’s a loot crate for you to collect, but mostly you’ll be swinging in to do the same tasks over and over, which can get repetitive very quickly. The main story is where the meat is at. While you often have to complete some side missions to advance it, such as repeatedly infiltrating Oswald Cobblepott/The Penguin’s Iceberg Lounge, disrupting enemy strongholds, rescue hostage strapped to bombs, avoid attracting the attention of the distrustful and trigger happy Gotham City Police Department, and exploring some of Gotham’s most notorious locations, such as Blackgate Prison and even the cavernous tunnels beneath the city. There’s generally a good balance of action, stealth, and puzzle solving when on mission; you might have to sneak into an area and quietly take out goons, but you can also bust heads if you feel like it and are strong enough to pull it off. Puzzle solving becomes more prominent as the plot thickens and the Court of Owls and League of Shadows get involved; you’ll be finding Owl’s Nests all over the city, interacting with hidden doors and taking on the zombie-like Talons to clear them out, as well as infiltrating a masquerade ball and staying undetected as you listen in on the Court’s conversations and examine various parts of stately homes for hidden doors. The Court like to test your mettle in a series of elaborate death traps; you’ll have to avoid instant-fail traps like bursts of flame and spinning blades while on a conveyor belt, for example, muddle through the dark caves and even the wreckage of the Batcave, and at one point are drugged and forced to endure a maze full of spike traps and tricky platforming while the game distorts around you. There are a lot of mazes, elevator shafts, and simple to tricky puzzles to solve, these latter being difficult mainly because the things you need to find are so small. Again, things can get very difficult and very frustrating very quickly on higher difficulties, where you absolutely must tackle every and any crime happening around the city to level- and power-up but, on easier settings, things are much more enjoyable, if still a bit repetitive. While you can upgrade and modify your gear at any time, you can only switch characters in the Belfry, which will end that night’s patrol. The city map reloads, with any incomplete missions still active, and it pays to swap characters between missions to unlock all their abilities and mix things up, and also because some are better suited for certain missions than others.

Graphics and Sound:  
Gotham Knights absolutely impresses in its visual presentation; Gotham City is bigger than ever, divided into different sections, many of which will be familiar to players of the Batman: Arkham games, and the city is awash in ominous darkness, glows with light, and often covered with rain. All the familiar locales you’d expect are here: Blackgate Prison, Arkham Asylum, GCPD headquarters, and the like, alongside chemical plants, docks, cemeteries, towering skyscrapers, dingy alleyways, and gothic cathedrals. Many areas include little references to other Batman villains and stories, which is fun to see, or house plaques and other scannable points of interest for you to interact with. Unlike the Batman: Arkham games, Gotham Knights’ overworld is fully populated not just with criminals, but pedestrians and traffic! Gothamites can be saved from attacks, run into with your bike, and will offer commentary when they see you, which really helps the city to feel alive for the first time. As ever, the thugs come in all shapes and sizes and are loyal to different gangs but also offer some amusing commentary when you stalk and batter them. Posters, scannable graffiti, and a variety of warehouses are also on offer; thugs will take over Robinson Park, break into banks, and cause disruption in the streets all around you, all of which helps make this the most lively, dangerous, and accurate Gotham City of any Batman game despite how repetitive some elements can be.

The game looks great and has lots of customisation options but is a bit unstable at times.

Gotham Knights is a very story-driven game, so it’s good to see that there’s basically no distinction between cutscenes and in-game graphics; if you customise your character a certain way, they will appear like that in every cutscene, and dialogue and interactions differ depending on which character you play as (and, presumably, how many of you are playing at once). While I’m not a fan of all the costume choices on offer, they do look impressive and the game only struggles whenever your character wears a cape; sometimes the cape physics go a little janky. While combat is noticeably stripped down compared to the Batman: Arkham games and much more reliant on special abilities, it is fun, especially when you level-up and/or lower the difficulty, but the game struggles to maintain a consistent framerate at times. More than once I experienced dramatic and game-breaking slowdown, with the action stuttering or the game out-right crashing at least five times in my playthrough, which I really don’t expect from an Xbox Series X game. Things can also get quite cluttered very quickly, especially when completing the organ harvesting missions; it was never clear to me where I was supposed to take the organ, meaning I’d often run out of time and would have to clear away other active missions before trying again with a clearer compass. Still, the interactions between the Gotham Knights are one of the best parts of the game; they’re united in their grief but still act like siblings at times, making jabs at each other and learning to live and move on together, which was great to see. More often than not, when you switch characters, you’ll be able to interact with parts of the Belfry to learn more about each character, in addition to completing missions for your allies out in the field, all of which allows you and the characters to grow into their roles as Gotham’s protectors.

Gotham is more alive than ever but the game really shines when the environments are visually altered.

Gotham City is an expansive open-world map full of overground trains, built on top of the Court of Owls’ grimy tunnels, and filled with colourful characters. However, certain missions will restrict you to a specific game area, an isolated and reskinned version of the map tailored to that villain, and this is where things really get visually interesting. When confront Doctor Victor Fries/Mr. Freeze at the Elliot Center and Blackgate Prison, Gotham is ravaged by a vicious snowstorm; ice and snow are everywhere, with innocents caught in the crossfire, and it really helps set the mood for the battles against Mr. Freeze. Similarly, you’ll explore the gothic and ransacked remains of Arkham Asylum, enter the Gotham General Hospital after it’s received a makeover by Harley Quinn, and even venture into the ruins of the Batcave, giant dinosaur and penny and all, as you track down the Court of Owls. While it’s often difficult to see in these areas and they’re fraught with danger, they help to mix up the gameplay and the visuals and the enemies you encounter, from Mr. Freeze’s Regulators to the sword-wielding League of Shadows, then start to appear on the overworld, and in stronger forms, to help keep things a little interesting even as you complete the same tasks over and over. It’s fun just barrelling through the streets or taking to the rooftops, stopping crimes along the way to your next objective and stumbling across side quests as you go; there are various items to examine or interact with, generally for exposition or to aid you in combat, and lots to see and do in terms of customisation, though I found the menus a little finnicky to navigate at times.

Enemies and Bosses:
As in the Batman: Arkham games, Gotham City is ravaged by a contingent of criminals, all of whom are loyal to one gang or another. You’ll encounter “Freaks”, street punks who follow Harley’s lead, the Regulators, who wield tech and often use Mr. Freeze’s toys, be attacked out of the blue by the League of Assassin’s ninjas and stir up the Court of Owl’s zombie-like Talons in their nests. Enemies come in different types, from regular grunts to ones with weapons (Molotov cocktails, rifles, freeze or electrical weapons, and even annoying drones), and bigger enemies who have shields or can tank your hits. Each gang has these different types of enemies so, if you fight three different types of Regulators, you’ll encounter similar versions when fighting the Freaks, though they do look different. The bigger Freaks have large metal shields and sometimes maces, for example, whereas the larger Talons wear ceremonial armour and carry axes and the larger Regulators can create an electrifying area attack. Generally, they all go down quite easily once you get the hang of combat; you can dodge out of the way of their attacks and gunfire, which also seems to damage enemies, and take advantage of any interactable elements to stun or defeat them, but things can get quite hectic as enemies mix and match and you take on waves of them to complete objectives or defend endangered Gothamites. You’ll also have to avoid the GCPD; police officers are often in the streets or will arrive at crime scenes after you’ve cleared out enemies; they won’t hesitate to shoot or chase you and you won’t gain experience points (XP) from taking them out, so it’s better to just avoid them.

Thankfully, Man-Bat is on hand to offer a bit of spice after pummeling Harley and her freakish thugs.

You’ll encounter each type of enemy in a dedicated fight as the story progresses, essentially making them almost like mini bosses. Tackling the larger enemies is good practice for the battle against Harley Quinn’s goons, Basher and Blazer; one is obviously a large brute and the other is smaller and likes to toss flaming bombs at you, all while other goons attack you and a series of bombs activate in an enclosed space that you need to disarm before the timer runs out. By this point, you’ll have encountered similar enemies to these two more than once, and many others after ape their strategy, so it’s not exactly hard to break through Basher’s guard with a heavy strike and pummel him while dodging Blazer’s projectiles and smacking him up too, but make sure to take care of the bombs as soon as possible. Harkey Quinn herself (now using the alias Dr. Q) is also fought later in the game after you disrupt her operation and confront her in the vandalised hospital. Harley’s a nimble little minx, deftly cartwheeling about while swinging first her giant hammer and then a sledgehammer infused with electricity. Harley also tosses playing cards are you and sends her goons against you, but you can take advantage of the environment to deal damage to her as long as you can dodge her manic swings and land a good combo once the window of opportunity opens up. Later in the game, after spending a great deal of time investigating Doctor Kirk Langstrom’s death and research, you’ll not only engage with the various Talons of the Court of Owls, who can poison you and are so quick that you need to stun them with a heavy ranged attack, but you’ll also battle a number of Man-Bats across the city. Though they look scary and vicious and can blast you away with  scream, swipe at you, and will pin you down to gorge on you, these monstrous freaks are actually quite a pushover, especially by that point as you’re pretty well powered up, and can easily be beaten into submission.

Mr. Freeze and Clayface represent two of the most frustrating and unfair encounters in the game.

However, before that, you’ll endure two of the most frustrating and game-breaking bosses battles I’ve ever experienced. The first is Mr. Freeze, who initially tries to freeze the city with a big machine that deals damage when you get too close. Mr. Freeze stomps about firing missiles at you and his freezing gun, both of which can freeze you on the spot or cause painful ice spikes to sprout from the ground. Mr. Freeze also has a habit of flying about the place, drops down with a slam, and swipes at you when you’re up close. After you deal a bit of damage, he retreats to the machine and it sends out freezing bolts that you have to frantically dodge and he unleashes blasts from a shoulder cannon. This is the first boss fight of the game and is honestly one of the worst experiences of my life; Mr. Freeze is an absolute tank, with your attacks barely fazing him, so you absolutely must have ice resistance and fire damage equipped, be at a higher level, or lower the game’s difficulty because this is an absolute chore of a fight otherwise. It only gets worse in the second bout; this time, Mr. Freeze has escaped Blackgate Prison inside a giant spider-like mech! He stomps about the place, causing a freezing effect, and bombards you with missiles from afar, so you’ll constantly be running and dodging and frantically attacking his legs to get a good shot on his cockpit. The fight then shifts to a frozen platform on the sea, where you need to quickly grapple up top to avoid being flash-frozen, some goons join the fray, and everything becomes even more frustrating and tedious. Clayface is just as bad; after tracking down his clones around the city and taking them out in a massive melee, you battle him in the sewers and your attacks barely do a dent without the right modifications; in my first encounter, he could one-shot me with his annoying grab attack and I was only able survive and beat him by lowering the game’s difficulty. Successfully avoid his swipes and grabs and you’ll have to outrace his liquid form and clay tendrils in the sewer tunnels, which can result in some unfair instant failures if you’re not careful, before fighting him one last time in a furnace. Here, he sprouts extra arms and become much more aggressive but things are significantly easier if you’re equipped right, correctly powered up, or playing on easier difficulties. Still, these boss battles were a pain in the ass, with unfair checkpoints and a startling difficulty spike that almost had me rage quitting!

Ultimately, you’re forced to battle a resurrected Bruce and a malicious Talia to safeguard Gotham.

These bosses are possibly so annoying and difficult because Gotham Knights really doesn’t feature many boss battles at all. The game is padded out by multiple encounters with Mr. Freeze and Clayface, meaning that you only interact with the Penguin rather than fighting him and have to settle for Man-Bats and tougher enemies as your main obstacle as the final portion sees you fending off Talons and the League of Assassins in the catacombs beneath the city. Here, Talia al Ghūl, predictably betrays you and sets a volatile, resurrect Bruce Wayne against you. Bruce is actually quite a fun boss but not too dissimilar from most of the enemies you’ve fought up to that point; you have to dodge his flurry of blows, break through his guard, and deal enough damage to drive him to his knees so you can tap A to appeal to his better nature. When this works, Talia engages you directly in a two-stage boss fight that takes place around a Lazarus Pit (that ironically hurts you if you step into it). Talia is swift and attacks like lightning, teleporting around the arena and striking with her sword, so you’ll need to be tapping that B button like a madman (or precisely, to pull of perfect dodges and counters) and landing combos wherever you can. She also fires arrows at you in a spread and a charged attack, and switches to an even faster and more aggressive spear for the final phase, which includes a big jumping strike that leaves her open to damage. While the fight is needlessly drawn out since your window or opportunity is so short, both Talia and Bruce are far less of a headache than Mr. Freeze or Clayface since they don’t just absorb your blows, you should be much stronger by then, and the fights are more diverse with more opportunities to land hits.

Power-Ups and Bonuses:
Even on the easier difficulty settings, you’ll want to engage with as many premeditated crimes and side missions as possible to earn the XP you need to level up, the AP you need to upgrade your special abilities. Gotham Knights incorporates a loot system; defeated enemies, chests, and mission rewards will include a whole bunch of scrap, “Modchips”, and other rewards that you can use to customise, craft, and enhance your gameplay experience. You’ll get different colours and parts for your suits and the Batcycle and the more you collect, the more you can craft to create better equipment. You can also unlock “Transmogs” (basically skins) to be applied over the game’s suits if you like (which I preferred; you miss out on being able to customise each part of the suit, but you also get to wear a strong outfit and avoid some of the game’s uglier designs). Mod chips can be applied (and up to four fused together) to your suit, melee, and ranged weapon for additional buffs, such as increasing your health, durability, and attack power, adding elemental attacks and resistance to your character, and other benefits that I honestly didn’t look too deep into as it was a bit of a cluttered and confusing system. I simply crafted and created the strongest elements I could and went from there, but you’ll definitely need to think about adding fire attacks and ice resistance to your character when taking on Mr. Freeze, for example. As you defeat enemies and complete mission objectives, you’ll also earn XP; earn enough XP and you’ll level-up, increasing your stats and awarding you Ability Points (AP) that can be spent upgrading each character’s unique skills. This is where you’ll unlock their more powerful abilities, but you’ll also be able to buff their damage output, gain a respawn for Batgirl, increase their stealthiness, and other useful perks that make gameplay more enjoyable. However, while each character levels-up at the same rate (if you only play as Nightwing, the other characters will level-up when he does and you’ll be able to use the same AP to upgrade them, making things less of a grind), there is a level cap; once you hit Level 30, you’re done and can’t earn any more AP until you overwrite your game save with New Game+, which ups the level cap to 40. The Gotham Knight’s headquarters, the Belfry, also changes as you progress through the story; more interactable elements are added and it becomes more homely and fit for purpose as you progress, just as your abilities become more honed from battle.

Additional Features:
Gotham Knights boasts forty-eight Achievements, at least eight of which are essentially unmissable as they’re awarded for clearing the story’s case files and taking out Batman’s leftover rogues. Achievements are also earned from defeating certain enemies, preventing crimes across the city, crafting certain gear, and fully upgrading each character. Unlike the Batman: Arkham games, there aren’t any riddles to worry about here; you can scan landmarks across the city, and graffiti, and find Bruce’s discarded Batarangs for more rewards and Achievements, but these are surprisingly difficult to find and thus not much fun to search for, as well as mysterious symbols strewn all over the place that I could never quite figure out. You’ll unlock audio files, comic book covers, information about the city, and details on all of the enemies, bosses, and allies you encounter as you do so, in addition to earning some Achievements, but there’s a lot less on offer compared to the Batman: Arkham games as the focus is more on the multitude of side missions. Gotham Knights has four difficulty settings but no Achievements tied to them so I absolutely recommend playing on “Very Easy” to help balance the more repetitive and frustrating aspects of the game. Clearing it unlocks New Game+, which overwrites your save file, increases enemy difficulty, and carries over your upgrades and unlockables, but it irked me that it meant losing my save file to play it. There is a lot of gear to find and craft, though a lot of it is superfluous; I don’t get why you’d wear a suit or use gear that’s weaker compared to others, so some of the customisation is lost there as I simply favoured the strongest setup and then applied a Transmog. The Batcycle can also be customised, to a degree, and this Deluxe Edition of the game comes with some additional gear and skins for it and the characters, though you’re not missing out on much if you just get the standard version. You can also play the arcade version of Spy Hunter (Bally Midway, 1983) in the Belfry, where you can battle even tougher versions of the bosses if you’re a sadist or take on training missions to learn new skills, but they’re nothing compared to the combat challenges of the Batman: Arkham games. Finally, Gotham Knights can be played in multiplayer; two players can play alongside each other and even team up to perform team attacks, and up to four players can take on challenges in “Heroic Assault” mode, though there are no Achievements tied to these features either, which is weird considering it’s a pretty big part of the game.

The Summary:
I’m sorry that my review has constantly made reference and comparisons to the Batman: Arkham games but it’s frankly unavoidable given how much of Gotham Knights’ gameplay and visuals takes from that series. in many ways, I feel the game could’ve easily been a continuation of Rocksteady’s franchise with just a few minor tweaks here and there, but it is unfair to make such comparisons as, for all its visual and gameplay similarities, it’s a very different game. Gotham Knights is a long, story-driven action experience; the focus on these characters continuing on after Batman’s death is very intriguing and I really enjoyed their interactions and camaraderie, as well as their individual playstyles. I thought I would favour Nightwing as my go-to character but all of them had their pros and I enjoyed swapping in and out and customising their costumes and gear. Gotham City has never looked better and it’s amazing to see it alive not just with crime, but civilians as well; it’s a massive city that can be daunting to traverse, especially with so much going on at any given time, but you’re given plenty of tools to navigate and address those issues. Unfortunately, the game is severely let down by its repetition and frustration; even on “Normal”, the game is unfairly and unnecessarily grind-heavy, especially considering the level cap. Bosses are an exercise in frustration without being properly prepared, making it less a game a skill and more a game of tenacity, and few of them were fun to play against. The instability of the game was also a factor; I was shocked by how often the game stuttered, glitched, or out-right crashed on me, forcing me to restart missions or even give up at certain points until things sorted themselves out. There are a lot of mechanics here that may appeal to RPG players, but they’re a bit complicated, cluttered, and annoying for me; I get that the point is that you’re learning and growing alongside the Gotham Knights and that’s conveyed very well, but it’s just tedious doing the same tasks over and over and cobbling together new gear that’s instantly rendered superfluous by better gear. In the end, it’s a decent game and I did enjoy it; it might be better (or worse) playing alongside a friend and there’s a decent amount on offer, but I can’t say I’ll be deleting my game save to tackle New Game+ any time soon.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to Gotham Knights? How would you rate it against the Batman: Arkham games and do you think that’s a fair comparison? Which of the four playable characters was your favourite and why? Did you also struggle against the game’s bosses and difficulty spike? What did you think to the combat and RPG elements of the game? Did you enjoy crafting and customising your characters? What did you think to the relationship between the Gotham Knights? Did you ever play the game online and, if so, how did it hold up? Which of Batman’s sidekicks is your favourite and how are you celebrating the Boy Wonder this month? To share your thoughts on Gotham Knights, leave a comment below or on my social media.

Mini Game Corner: Aliens: Fireteam Elite (Xbox Series X)

Released: 24 August 2021
Developer: Cold Iron Studios
Also Available For: PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

A Brief Background:
Over the years, the Alien franchise (Various, 1979 to present) has had a long and complex history with videogame adaptations that range from primitive pixelated messes to real-time strategies, crossover titles, survival/horror experiences, and first-person shooters. This latter genre has been one of the most revisited, especially after James Cameron was tasked with following up on Ridley Scott’s financially successful and highly influential Alien (ibid, 1976) with an incredibly profitable and well-regarded 1986 sequel that proved to be perfectly transferrable into the FPS genre. Although Alien: Isolation (Creative Assembly, 2014) proved to be a hit with gamers and critics alike, SEGA were disappointed by the sales and eventually lost the license after Disney acquired 20th Century Fox and the development of a new Alien game fell into the laps of Cold Iron Studios. Built from the ground up and specifically designed to focus on co-operative, online play, the developers drew from the vast array of Alien lore to craft the story and aesthetic of Aliens: Fireteam Elite. However, the game has been met by mixed to average reviews; while the action-heavy focus and chaotic shooting was praised, the lack of mission variety and AI was criticised. Still, Aliens: Fireteam Elite was the best-selling retail game in the UK in its week of release and it was soon followed by a bunch of downloadable content (DLC) that included new missions, weapons, and enemies from Alien: Covenant (Scott, 2017).

First Impressions:
Aliens: Fireteam Elite is a third-person, squad-based shooter in which you can customise and equip an avatar from one of seven character classes (Gunner (my choice), Demolisher, Technician, Doc, Phalanx, Lancer, and Recon) and then take on four story-based campaigns alongside two other online players or two A.I.-controlled ‘bots if you don’t feel like playing online. Sadly, and strangely, couch co-op is not an option and you cannot pause the game if you need to take a piss or stop for a second; compounding matters is the fact that, if you stand idle for too long, enemies seem to spawn in to push you onwards, all of which can make for some tense gameplay that borders on frustration. If you’ve ever played a third-person shooter before than the game’s default controls won’t be anything new to you: you fire your current weapon with the Right Trigger, aim down your sights with the Left Trigger, reload and interact with consoles and such with X, snap to cover with A, perform a dodge roll with B, press in the right stick for a melee attack, swap to you side arm or secondary weapon with Y. You can also use the directional pad to heal yourself if you have a first aid kit on hand, access your consumables menu, and communicate with or revive downed teammates. Each weapon and character class comes with a “Kit” and “Role” ability, which you can activate with the Left or Right Bumper, respectively; as you play and unlock “Perks” and other modifiers, you’ll be able to temporarily improve your damage output, accuracy, increase your rate of fire, swap weapons out for more powerful variants (like incendiary shots), drop turrets, unleash a missile barrage, and so forth.

Customise and equip your avatar and then get cracking on the latest bug hunt.

At the start of the game, you’re tasked with customising your avatar; these options are initially quite limited, though you can choose our gender, and you’ll unlock additional headgear and paint and such for your avatar and their weapons. You can only carry two weapons at a time, alongside your side arm, but these are instantly recognisable from the source material; you’ve got the Smart Gun, and the Pulse Rifle, and a familiar looking shotgun, amongst other similarly styled weapons. As you play, you’ll gain access to additional weapons, each with a bevvy of different perks and abilities, and acquire or purchase decals and add-ons for each’ these will increase your ammo capacity, damage output, and so forth but are few and far between without some serious grinding. Each mission can be played on one of three difficulties (with the two hardest modes being initially locked) and you’ll earn more experience points (XP), rewards, and credits for playing on higher difficulties. The sheer number of menus and onscreen text can be extremely daunting; navigating the menus is also a chore since you must use the aiming reticule like it’s a Nintendo Wii game, which can be disorientating. You can earn, buy, and equip special “Challenge Cards” before each mission to give additional perks and buffs (such as increasing XP gain and access to special weapons or turrets) and the game will offer daily “Tactical Opportunities” to award you additional bonuses for completing certain timed criteria. Gameplay wise, your generally tasked with patching into computer consoles, cutting through doors, downloading data, acquiring cranks and intel files, and rescuing or protecting key personnel all while fending off seemingly endless waves of Xenomorphs. You have the classic Aliens motion tracker on hand to alert you to the presence of enemies, who scramble out of vents and often just blink into existence right in your path. Some will also pounce on you, forcing you to complete a quick-time event (QTE) if no one’s on hand to save your ass.

Hold off against endless Xenomorph attacks or complete simple puzzles to progress.

It’s pretty easy to burn through your ammo, and to see your health whittled down to nothing from surprise attacks; Xenomorphs come in a number of varieties, from exploding aliens to acid spitters, to the larger drones who act as bosses and mini bosses. If that wasn’t bad enough, you’ll also have to contend with synthetic enemies who use cover tactics and weaponry similar to yours, forcing you to find ways to shoot around their armoured variants and take cover from their grenades, though the androids and the aliens will attack each other, which can be useful. Graphically and aesthetically, Aliens: Fireteam Elite very much evokes the atmosphere and presentation of Aliens; everything from the Marine’s hokey dialogue, the dark and dingey interiors and corridors, and the presence of recognisable weapons and technology are all pulled straight out of James Cameron’s movie but the game doesn’t stop there. You’ll eventually take a trip down to LV-895, a barren alien world where large, stone-like spaceships and environments are being plundered by Weyland-Yutani; these sections recall the Engineer architecture of Ridley Scott’s Alien films, as is a staple for most Alien videogames, and the game generally looks and sounds pretty good. That is, of course, if you ignore the cutscenes, dialogue, and character models; these are noticeably poor quality and remind me more of an Xbox 360-era videogame, but actually worse as there’s no lip synching and the amount of pop up, A.I.. tomfoolery, and graphical glitches (even when playing offline) make gameplay an awkward and unstable experience. The game tries to offer dialogue trees at certain points as characters drone on and on in a desperate attempt to give some context, but you can skip all of this as it basically means nothing; if you have an objective beyond shooting everything in sight, the game usually tells you, but it’s not always clear where you have to actually go to activate certain consoles so you can end up stuck in a never-ending shootout if you’re not paying attention.

My Progression:
To begin with, I started on the “Standard” difficulty and played online as it seemed as though there was no other option available to me. after struggling a bit with the controls and navigating the many dark, dishevelled corridors and areas, all of which look the same so it’s easy to get turned around, I managed to limp my way through the first couple of missions and even pull my weight in fending off Xenomorph attacks thanks to clever deployment of turrets and making use to the ammo refill stations. Scattered around the environment, you’ll also find other temporary power-ups that turn your shots into incendiary or electroshock rounds, all of which is great to thinning out the alien hordes, and you’ll occasionally find special hidden crates containing new weapons and gear. Eventually, though, the difficulty really starts to ramp up; larger and far more aggressive Xenomorphs soon become the norm, with jumping red variants and massive drones charging across the environment and sporting  hefty life bar. In these situations, you’re often trapped in a room or forced to activate a take-off sequence using various consoles while swarms of aliens spew in from all over and it can be pretty difficult fending them all off, especially when the game sometimes decides not to open doors for you to progress once all enemies are clear, thus forcing you to abandon the mission.

Numerous firefights, repetitive objectives, and graphical glitches make for a lacklustre experience.

After worrying about letting down my clearly superior human partners, I switched to private matchmaking and played with a couple of ‘bots. Unfortunately, you can’t seem to change their character classes; they simply mirror your current loadout, which is a bit annoying as it probably would’ve been helpful to have a Demolisher and Doc on hand). After tearing my hair out trying to overcome the endless gaggle of Aliens and drones set on keeping me from taking off, I lowered the difficulty to “Casual” and managed to clear the first campaign, ending up on LV-895 and hissing with frustration at the inclusion of more tactically capable android enemies. Thankfully, you can fight through the Engineer ruins and make it to a bridge where, after a short countdown, you’ll get some much-needed air support. This won’t help you as you press deeper into the temple, though, where the “Working Joes” come to “life” and attack en masse, flamethrower-wielding Synth Incinerators dog you at every turn, and you’re forced to not just download data from androids but also to recover a number of Synth Cores from destroyed androids. Annoyingly, you can only carry one of these at a time, forcing you to run back and forth in a near constant firefight, and this is about where my patience with the game ran out. Presumably, you stand a better chance at success if you take the time to grind up your levels, acquire/buy and equip better Perks, gear, and weapons, and play alongside human players who can offer more immediate assistance but the game seems to be tailormade for repetition. A lack of in-mission checkpoints means you only every get one shot to clear each mission, making it incredibly frustrating when you fail to crawl your way to a teammate for revival, and the sheer number of janky, overly aggressive enemies can make what is occasionally a fun-filled, if near mindless, shooter an unfair chore to sit through.

I clearly wasn’t paying attention to the marketing for Aliens: Fireteam Elite; either that or I saw that it was a team-based, online shooter and simply assumed that it would have a solo campaign as well. Thus, I was very disappointed when I loaded it up and found that it was geared towards online play only, and it took me some time to find an offline option so I wouldn’t be lumbered with strangers to look foolish alongside. Similarly, I was immediately overwhelmed by the sheer number of menus, text, options, and blinking notifications; it seems like every single little thing you can do or use has a little text box assigned to it and I found this very unintuitive and daunting. I just wanted to gear up and get into the action, but it felt as though I was forced to stop and consider every single thing, only to find I wasn’t at the right level to even use or get half the stuff on offer. Once you actually get into the game, the action is fast and frantic; you’re generally not asked to do much more than press, hold, or tap X to activate consoles and complete objectives, meaning the bulk of the game’s focus is on the firefights. Explosive barrels and the different character classes can make these fun and offer some variety, but you’re constantly forced to hold out against swarms of aliens, which gets a bit old quite fast and it seems like you’re never given a chance to catch your breath as there’s always another drone waiting to slash at you to get you moving. This frustration, alongside the sheer number of graphical glitches and janky A.I., to say nothing of the repetitive nature of the game, all add up to a budget title more akin to a pay-to-win mobile title and a Triple-A release, but maybe you had a different experience? Maybe you played online with friends using a variety of loadouts and had more fun? Maybe you didn’t and you prefer a different Alien game? Whatever the case, I’d love to hear about it so leave your thoughts below or on my social media.