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

SonicGenerationsLogo

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Nintendo 3DS Rating:

Xbox 360 Rating:

Rating: 2 out of 5.

Rating: 3 out of 5.

Could Be Better

Pretty Good

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

Game Corner: Deadpool (Xbox One)

GameCorner
DeadpoolGameLogo

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

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

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

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

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

DeadpoolGameCombat
Cut through enemies to earn experience points.

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

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

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

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

DeadpoolGameLevels
Deadpool‘s environments can be disappointingly bland.

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

DeadpoolGameCharacters
Deadpool‘s character designs are top notch.

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

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

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

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

DeadpoolGameSinister
Sinister doesn’t pose much of a threat.

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

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

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

DeadpoolGameSummary

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

My Rating:

Rating: 3 out of 5.

Pretty Good

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

Mini Game Corner: Shenmue (Xbox One)

ShenmueLogo

So, thanks to Xbox Game Pass, I finally got the chance to play the cult favourite role-playing videogame Shenmue (SEGA AM2/Ys Net, 1999/2019), which has been lauded as one of the Dreamcast’s most prolific titles and has a dedicated fanbase who have been called for HD remakes and a third entry for years. Once I saw that the game was available, I figured I’d give it a download and see if it was worth all the hype and fuss I’d heard about it. The closest I’d come to playing the game was playing as the series protagonist, Ryo Hazuki, in Sonic & Sega All-Stars Racing (Sumo Digital, 2010) so I was pretty interested to see if the title was worthy of its reputation.

ShenmueVoices.PNG
The game looks lovely but the characters sound dreadful…

Now, I’m massively swamped with videogames and movies to work through at the moment, so I glossed over the introduction and opening cutscenes but I gather (from what I’ve heard and the game itself that Ryo’s none-too-happy because some mysterious guys killed his father right in front of him so he sets out to bring them to justice. Probably as a result of the Xbox One version being more of a HD port than a straight-up remake, the game has a few issues with the quality of its voice acting; I normally don’t really moan about this as I enjoy stilted, daft voice acting but everyone in Shenmue sounds muffled and distorted, as though the voices didn’t get a nice HD filter like the charming blocky graphics.

ShenmueRobot
Ryo controls like a robot, for the most part.

That’s not a knock on the aesthetics; I love how polished it looks even though the engine has just been given a fresh coat of paint and I have no issues with the look of the game but the controls…that’s a different story. It took me a while to figure out how to get Ryo to do anything other than a stiff, robotic walk but finding the run button didn’t really help much as Ryo suddenly flew about like he was ice skating! Seriously, I don’t normally like to rag on a game’s controls of camera but Shenmue has really stiff, awkward controls that make controlling Ryo and navigating the fairly bustling townscape a hell of a chore. The camera is also a headache, wildly swooping all over the place and making it difficult to point Ryo in the right direction.

ShenmueLost
It’s not a big town but I still got a bit lost because everything looks the same!

Ryo has a little notebook, which is respect and admire, which tells him what he has to do and where he needs to go and keeps track of his progress and missions but it’s not actually that helpful at telling you where you need to go. I was tasked with going to someone’s house to find clues but literally every single house I went to was empty and I had no idea where to go or what to do.

I did meet a little girl and pet her kitten, though.

ShenmueKitten.PNG
Unfortunately, the cute kitty didn’t convince me to play much further.

Honestly, it was a very quick play but I can’t say I was massively impressed or encouraged to play on. I could use a guide to get further into the game but, judging by how bad the controls and camera are, I dread engaging in combat or trying to tackle more complicated tasks. In the end, I don’t see myself coming back to Shenmue any time soon unless I manage to clear my backlog but what do you think? Did I give up too early? Are you a big Shenmue fan? Sound off below and try and convince me to push on.

Game Corner: Team Sonic Racing (Xbox One)

GameCorner
TeamSonicRacingLogo

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

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

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

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

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

TeamSonicRacingTeams.PNG
Pick your character, pick your team.

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

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

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

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

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

TeamSonicRacingChao.PNG
Race as a Chao…everyone loves Chao…

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

TeamSonicRacingStory
Watch some static cutscenes in the story mode…

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

TeamSonicRacingMissions
Delight in having just enough time to complete these missions!

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

TeamSonicRacingOceanPalace.PNG
Oh good, Ocean Palace is back…again…

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

TeamSonicRacingConclusion
A fun enough game but lacking in content and replayability.

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

My Rating:

Rating: 3 out of 5.

Pretty Good

Game Corner: Sonic Adventure (Xbox 360)

GameCorner
SonicAdventureLogo

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Sonic Adventure certainly wasn’t lacking in gameplay variety.

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

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

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

My Rating:

Rating: 5 out of 5.

Fantastic

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

GameCorner
CastlevaniaLogo

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

CastlevaniaStory
Alucard is on a mission to confront his father.

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

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

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

CastlevaniaEnemies.PNG
Be prepared to face some messed-up enemies…

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

CastlevaniaBosses
Symphony of the Night has some massive boss battles.

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

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

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

CastlevaniaRichter2.PNG
Play as Richter for a more traditional Castlevania experience.

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

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

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

My Rating:

Rating: 4 out of 5.

Great Stuff

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

GameCorner
ResiEv7Logo

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

ResiEv71stPerson
Not gonna lie but I struggle with first-person perspective…

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

ResiEv7BakerFamily.PNG
The charming Baker family invite you to dinner…

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

ResiEv7Molded.PNG
The Molded are viscious buggers, far from your typical zombie fodder!

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

ResiEv7Eveline.PNG
Things get very large and very ugly by Resident Evil VII‘s end…

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

ResiEv7LucasTrap.PNG
Trust nothing when it comes to Lucas’ escape rooms…

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

ResiEv7Horror.PNG
You’re never short on horror in Resident Evil VII.

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

My Rating:

Rating: 4 out of 5.

Great Stuff

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

GameCorner
TombRaiderLogo

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

TombRaiderSurvive
Lara’s lost and alone in the wilderness…

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

TombRaiderKiller
Lara overcomes her aversion to killing pretty quickly…

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

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

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

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

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

TombRaiderQTE.PNG
Quick-time events help keep things engaging.

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

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

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

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

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

My Rating:

Rating: 3 out of 5.

Pretty Good

Game Corner: Resident Evil 6 (Xbox One)

GameCorner
ResidentEvil6Title.PNG

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

ResidentEvil6Stories
Chris and Leon get into a bit of a dick-measuring contest…

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

ResidentEvil6Outbreak
Things go to hell when another virus is unleashed…

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

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

ResidentEvil6HUD
The HUDs look different but the gameplay is mostly identical.

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

ResidentEvil6Partners
Your partner is actually quite useful for taking out enemies.

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

ResidentEvil6QTE
Resident Evil 6 loves a good quick-time event…

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

ResidentEvil6Cutscenes
A story this big and complex needs a lot of cutscenes…apparently…

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

ResidentEvil6Modes.PNG
There’s a lot of online modes in Resident Evil 6.

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

ResidentEvil6HAOS
Don’t even get me started on this fucking thing!

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

My Rating:

Rating: 2 out of 5.

Could Be Better

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

GameCorner
ResEv2Logo.PNG

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

ResEv2LeonClaire
Safe to say these two have had better days…

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

ResEv2Graphics.PNG
Tension is high as you explore your envionment.

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

ResEv2MrX.PNG
Don’t even try fighting this guy; just run, quickly!

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

ResEv2G
Use your wits to out-manuevure “G” and blast his weak spot!

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

ResEv2Puzzles.PNG
A myriad of puzzles will test your skills.

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

ResEv2Unlocks.PNG
If you want the best, you’ll have to be at your best!

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

My Rating:

Rating: 5 out of 5.

Fantastic