Pokemon Puzzle League — Issue 46

Poké­mon Puz­zle League catch­es the best traits of Tetris Attack

The zenith of Poké­mon came rather star­tling and ear­ly, some­where in the heady days of 2000. After all, by then, Poké­mon was in the zeit­geist as a video game and cul­tur­al phe­nom­e­non. You could stick your arms out in any direc­tion and hit Poké­mon prod­ucts. So, it goes then, that the video game sphere received its share of the wealth after the ini­tial fer­vor wound down. At this point, how­ev­er, the Nin­ten­do 64 was on its last legs and received a few games bear­ing the Pock­et Mon­ster license. Out of that smoke arose Poké­mon Puz­zle League.

Poké­mon Puz­zle League isn’t a ter­ri­ble use of the license. Sure, it’s gra­tu­itous Poké­mon every­where, but it’s not a bad puz­zling game in gen­er­al. The premise is sim­ple: Take what you already know about Tetris Attack and slap Poké­mon on it. That’s all Poké­mon Puz­zle League is, and since Tetris Attack isn’t ter­ri­ble either, Puz­zle League ben­e­fits from a sol­id foun­da­tion. The mechan­ics remain the same except there’s Poké­mon involved, and the Poké­mon don’t real­ly affect any­thing beyond aesthetics. 

Poké­mon Puz­zle League feels like a Tetris Attack clone ought to feel. The puz­zling mechan­ics are tight and quick move­ment is clean and pre­cise, even with the wonky N64 con­troller. This is one of the first Tetris Attack clones pro­duced, but it car­ries on the tra­di­tion of tight, good puz­zling game­play well. There is a boun­ty of modes to play, includ­ing stan­dard 2D and 3D line clear­ing, a 1P sta­di­um mode and ver­sus. The vari­ety makes for a good rol­lick­ing time and fills up play­time with qual­i­ty offer­ings. And, I’d be remiss if I did­n’t say some­thing about the dif­fi­cul­ty lev­el. If you’re not pre­pared and don’t under­stand the mechan­ics of Tetris Attack, you will get wrecked even on the easy lev­el. The AI does not play around and while it’s part of the charm of Puz­zle League, it can be daunt­ing to have to replay lev­els mul­ti­ple times on Nor­mal or even Easy dif­fi­cul­ty lev­el because the AI caught a lucky break.

But what you came here for, let’s be hon­est, is the Poké­mon pre­sen­ta­tion. Thank­ful­ly, this is the draw. It’s a buf­fet of Poké­mon-dom, with all of the ani­me favorite char­ac­ters thrown in as well as the main gym lead­ers and Elite Four from the games at high­er dif­fi­cul­ty lev­els. The Poké­mon rep­re­sent­ed here are all using the 4Kids voice­work and the ani­me art­style, so hope­ful­ly you like the ani­me enough that you don’t mind that it’s based on the Poké­mon Orig­i­nal Series gen­er­a­tions. The sound­track is appro­pri­ate­ly Poké­mon, which means the music is good. There are a few bangers on the sound­track that make it a must down­load, includ­ing most of the Team Rock­et themes, Lorelei’s theme, and Pro­fes­sor Oak’s theme. Despite this being car­tridge-based, Puz­zle League does­n’t skimp on the sound quality. 

Poké­mon Puz­zle League is a joy to learn and get seri­ous about even if you remote­ly like Tetris Attack. It’s got the Poké­mon aes­thet­ic from the suc­cess­ful ani­me and hand­held games, a nice Poké­mon-cen­tric sound­track and a fun, chal­leng­ing puz­zle mechan­ic that’s beg­ging to be explored. If you love Poké­mon and puz­zle games, cast your Mas­ter ball out to catch this one.

Darkstalkers Resurrection — Issue 46

Dark­stalk­ers com­bo a fun,
fright­ful fight

Duo of Vam­pire Hunter, Sav­ior offered in package

At this point, we know what Dark­stalk­ers is and isn’t. My wor­ried brow of con­cern isn’t with get­ting a new one but more with the re-releas­es of the tril­o­gy of games and the two sup­ple­men­tal games released as upgrades. We know what to expect when it comes to Dark­stalk­ers, but as occa­sion­al com­pi­la­tions are released, we have to take a crit­i­cal look at whether it’s worth your time and cur­ren­cy to engage in Cap­com’s release the Krak­en in the form of remakes strategy.

Dark­stalk­ers Res­ur­rec­tion aims to do what Cap­com’s pre­vi­ous release in Mar­vel Origins

Vam­pire Sav­ior: Mor­ri­g­an vs. Jedah

did: Release two games in the series as start­ing points to get you to explore more. Res­ur­rec­tion con­sists of two games: Night War­riors: Dark­stalk­ers’ Revenge and Dark­stalk­ers 3. Both games are includ­ed in their entire­ty as Amer­i­can arcade ports emu­lat­ed on disc with extras added for the home release. Much as with Mar­vel Ori­gins, there’s online play and gallery unlocks from chal­lenges added. Every­thing has been giv­en a fresh coat of paint with new­er art and visu­als, which means a lot con­sid­er­ing Dark­stalk­ers 3 was released in 1997. All of this results in a nice-look­ing, souped-up package. 

Vam­pire Hunter: Dono­van vs. Jon Talbain

The game­play is as clean as it ever was, and because it’s emu­lat­ed from the arcade ports, it’s bet­ter than any oth­er release that came before it with the excep­tion of the PlaySta­tion 2 Vam­pire Col­lec­tion. Every­thing works the way it should in terms of com­bos and Dark­stalk­ers’ noto­ri­ous­ly hard-to-do moveset. The moves land the way you want and there’s no lag. Not­ing that this is an accept­able port for high-lev­el com­pe­ti­tion, Res­ur­rec­tion hits the right spot in terms of playa­bil­i­ty. If you want­ed to know how Dark­stalk­ers played in the arcade with­out try­ing to emu­late it with MAME or Fight­cade, Res­ur­rec­tion is your answer.

There real­ly isn’t any­thing wrong with Res­ur­rec­tion, either. The only annoy­ing thing about the game is the fact that it did­n’t sell well. That isn’t the game’s fault, though. This is a tech­ni­cal­ly sound port of two fan­tas­tic fight­ing games that play well and work well in what they’re being asked to do: Be a rep­re­sen­ta­tive of a long-dead fight­ing fran­chise to intro­duce new­er folks to the Vampire/Darkstalkers scene. It’s done its job admirably with strong mechan­ics and gor­geous updat­ed visu­als. You can’t ask for more from a retro fight­ing game. This fan­tas­tic fight­ing fright fest deserves more respect for its abil­i­ty to shine 25 years after its last release and should scare up a spot in your fight­ing game collection.

TMNT: Shredder’s Revenge — Issue 46

Shred­der’s Revenge served hot in sequel

As a con­nois­seur of most things relat­ed to the Teenage Mutant Nin­ja Tur­tles, I find that the first two movies, the comics and the first ani­mat­ed show are worth my time. In addi­tion to those men­tioned, cer­tain games are accept­able uses of my hard-earned scril­la. I am a dis­cern­ing fan, and my dol­lars and time are pre­cious. So, it is with great joy and ela­tion that I spread the word that TMNT games have recov­ered slight­ly from the Dimen­sion X por­tal that the fran­chise fell into and the lat­est game, Shred­der’s Revenge, is proof of this return to glory.

Con­ceived as a trib­ute game of sorts, Shred­der’s Revenge takes every­thing we found awe­some about TMNT II: The Arcade Game and TMNT IV: Tur­tles in Time and ramps up the awe­some lev­el. The sto­ry con­tin­ues Tur­tles in Time, which was a wise choice. The Tur­tles find Rock­steady and Bebop and their adja­cent vil­lain asso­ciates guard­ing Krang’s exoskele­ton head in var­i­ous loca­tions includ­ing Man­hat­tan and Dimen­sion X. Appar­ent­ly, Shred­der is alive and kick­ing again after being top­pled on top of the Stat­ue of Lib­er­ty in 1992. In 2022, he wants revenge for the Tur­tles stop­ping this par­tic­u­lar plot of may­hem of using Lady Lib­er­ty to take over the world. Because they’re used to Shred­der’s fool­ish­ness — bear in mind this is 1986 car­toon Shred­der, not com­ic book Shred­der who was­n’t a major vil­lain — the Tur­tles and their friends and fam­i­ly band togeth­er to stop the revenge plot once and for all.

Adding April O’Neil, Casey Jones and Splin­ter along­side the Tur­tles was a smart move. It’s almost incon­ceiv­able now that we were nev­er able to play as those three sup­port­ing char­ac­ters in a Tur­tles beat-’em-up before, and it has to be allowed in future games. Once you get going with a char­ac­ter cho­sen, the lev­el-up sys­tem is quick and easy to learn. And learn you will because there are so many ways to dis­patch Foot Clan sol­diers and oth­er ene­mies for points that work with­in the sys­tem. It’s almost too much to keep up with, espe­cial­ly in the heat of bat­tle where know­ing the cor­rect way to dis­patch a boss is impor­tant. Hav­ing some pre­vi­ous knowl­edge of Tur­tles in Time helps tremen­dous­ly, and there are in-game instruc­tions and a tuto­r­i­al, but it’s nigh over­whelm­ing. Though, to be fair, I’d rather have too much than too lit­tle. The game is giv­ing me a feast and thank­ful­ly, the con­trols are easy to grasp and clean as you romp through 16 gor­geous levels.

The game looks just as fan­tas­tic as well as it con­trols. The art imme­di­ate­ly dips into the nos­tal­gia of the orig­i­nal after­school show and had me hum­ming the super ’80s theme song. This is the area where that trib­ute comes into play. If you’re a fan of the show, you will love every­thing about how the game looks, feels, and sounds. Well, almost. 
While the sound­track is also fan­tas­tic, we can’t not men­tion the atro­cious remake of the theme song. Of all of the music cho­sen to remake, the theme show is the one track that you don’t mess with. It is a rev­er­ent piece of pop cul­ture his­to­ry and is sacred to most Tur­tle fans, includ­ing myself. My 42-year-old adult self knows the words by heart and has it in dig­i­tal form; it’s on that lev­el for me. So, hear­ing the theme butchered as it were in Shred­der’s Revenge had me tak­en aback. I was griev­ous­ly wound­ed but the soul still burns in this old Tur­tle girl. Because the rest of the sound­track is great ’80s cen­tric pop, tunes snatched direct­ly from the ear­ly sea­sons of the TV show, and beau­ti­ful voice­work from the orig­i­nal ani­mat­ed cast, I can let the remake theme slide, but it bet­ter not be in the sequel.

My only oth­er gripe here is the dif­fi­cul­ty lev­el. Even on the eas­i­est dif­fi­cul­ty, there were a lot of arcade rip-off ten­den­cies going on. Tac­tics like ene­my AI gang­ing up on char­ac­ters with already low health, not-so-clean hits from off-screen ene­mies that you can’t see and los­ing health rather quick­ly ran as ram­pant as those Stone Sol­diers that Krang employed. Any lev­els involv­ing vehi­cles and fly­ing are impos­si­bly hard and feel designed to be annoy­ing­ly frus­trat­ing. Boss fights, I’m fine with; they’re sup­posed to be hard. But reg­u­lar lev­els beyond the first stage were like this on easy dif­fi­cul­ty, which is obnox­ious. It was like try­ing to play TMNT II: The Arcade Game all over again and watch­ing the cab­i­net steal my mon­ey out of my pock­et. It feels unfair and set up to be against the play­er, which is unfor­tu­nate. Know­ing that going into the expe­ri­ence now makes it a lit­tle eas­i­er to nav­i­gate but is a detraction. 

Despite a try-hard col­li­sion sys­tem that keeps it from obtain­ing leg­endary sta­tus, Shred­der’s Revenge is a nice love let­ter to old­er TMNT fans who were around for the orig­i­nal craze. The quirks are notice­able, but Shred­der’s Revenge tries real­ly hard in every oth­er area, and it suc­ceeds well. Let’s call it a Cow­abun­ga for now.

Harvest Moon (SNES) — Issue 45

Farm­ing life begins with
SNES sim­u­la­tor classic

Leav­ing every­thing behind and tak­ing up the life of a farmer does­n’t seem to be half bad. Sure, it’s back-break­ing daunt­ing work with a large reser­voir of poten­tial fail­ure. But it’s hon­est work and high­ly sat­is­fy­ing. Or, at least that’s what Har­vest Moon wants you to believe. In a tale as old as video game time, the orig­i­nal farm­ing sim­u­la­tor wants you to live that life and suc­ceed, no mat­ter the cost.
Har­vest Moon’s orig­i­nal entry is the stark­est of all in the series. You, the name­less farmer, are tasked with rebuild­ing the fam­i­ly farm and prop­er­ty. There are ani­mals to raise, crops to nur­ture and sell, and — if you play your cards cor­rect­ly — a fam­i­ly to start. You have rough­ly a year to do this before your par­ents come back and judge your efforts. If you’ve suc­ceed­ed most­ly, you’re in the clear. If not, well, you’ve failed and it’s game over. This is the basis for the series that you see today in Har­vest Moon and Stardew Val­ley, and though most­ly unchanged in basis, it’s sim­ple and effective.
The depth comes in learn­ing the game sys­tem. Crop nur­tur­ing and ani­mal hus­bandry are not easy, but once you’ve got the nuance it’s a whole new world of prof­its. The con­trols are sim­ple to pick up and once you’ve built your­self up sta­mi­na-wise, the fruits of your labor are obvi­ous. There’s some­thing super sat­is­fy­ing about work­ing the land, plant­i­ng crops and car­ing for your ani­mals in a day’s work and then reap­ing the ben­e­fits. There is plan­ning involved also, which adds an extra lay­er of depth. Know­ing how to spend your day wise­ly — whether it be tend­ing to the farm or social­iz­ing in town — is impor­tant, and adds to the over­all experience. 
Part of that expe­ri­ence is the pre­sen­ta­tion, and it’s not bad for a SNES game. Giv­en that this is 16-bit, the sprites are bright and pop with the gor­geous SNES palette. Some areas are a lit­tle too brown but over­all, it’s a pret­ty game. The music is slight­ly monot­o­nous but it’s a lit­tle catchy so it does­n’t nec­es­sar­i­ly grate the way you’d think hear­ing the same tune would for more than 20 min­utes of farm work and socializing.
Because this is the entry point to the mod­ern series, Har­vest Moon has work to do. Time — though not explic­it­ly shown on screen — runs too quick­ly. Also, the start­ing hand­i­cap of low sta­mi­na and mediocre tools is not fun. This does become eas­i­er in lat­er entries, but this frus­trat­ing mechan­ic began here and does not enhance the series in any way. 
Despite some frus­tra­tions with the game, it’s a nice, relax­ing start to a fun, quirky series. Mod­ern fea­tures may be a draw for the lat­er games, but don’t let the orig­i­nal fool you. There’s a won­der­ful life to be had even in the 16-bit starter.

Beetle Adventure Racing — Issue 45

Adven­ture of a life­time races on the scene

Smooth with no chas­er. Bee­tle Adven­ture Rac­ing is like a fine cognac: No filler, no BS. It’s just a fine rac­ing game fea­tur­ing the pop­u­lar-in-1999 redesigned Volk­swa­gen New Bee­tle. Like that cognac, it’s what you want in an expe­ri­ence, but you wish there was more at the end of the glass.
Bee­tle Adven­ture Rac­ing, while short on sto­ry, is a rac­ing dream. There isn’t much to the sto­ry oth­er than you’re rac­ing against oth­er Bee­tle dri­vers on six var­ied tracks. There are sev­er­al modes includ­ing a time tri­al, cham­pi­onship and two-play­er duel, but that’s about it. You’re also rac­ing with only Bee­tles, though they vary in col­or with dif­fer­ent stats. There are two unlock­able Bee­tles, but that’s pret­ty much all there is in terms of rewards. The depth real­ly lies in the tracks and their nooks and cran­nies. There are a ton of secrets and short­cuts that help in the point-gath­er­ing modes or to shave time in the time tri­als, and that sort of makes up for the lack of every­thing else. Sort of.
While the rewards are sparse, the pre­sen­ta­tion is not. Bee­tle Adven­ture Rac­ing looks and plays won­der­ful­ly. The envi­ron­ments look great for a Nin­ten­do 64 game and real­ly make the game pop over­all. And it also plays well. The rac­ing is smooth and lithe, mak­ing for a sat­is­fy­ing expe­ri­ence when tak­ing curves or final­ly land­ing a short­cut path.
Of spe­cial note is the sound­track. It’s only six tracks plus a few oth­er menu tunes, but this is a fan­tas­tic sound­track. The tracks work well with the rac­ing locales, and almost all of them are bangers. Our long­time favorite is Mount May­hem, the snow lodge moun­tain track. We’ve been bump­ing that as long as the game has been out in var­i­ous for­mats, and 24 years lat­er we con­tin­ue to do so. It’s that good and comes with high praise.
Our only caveat with Bee­tle Adven­ture Rac­ing is that the dif­fi­cul­ty lev­el is slight­ly out of bal­ance. It could use some tweak­ing so that you see the lat­er rac­ing tracks a lit­tle more often. Giv­en that it’s hard to find some of the point box­es on the tracks and you need them in order to earn con­tin­ues, it should be eas­i­er to obtain for the lat­ter por­tions of the game.
Aside from the pun­ish­ing dif­fi­cul­ty, the game is prac­ti­cal­ly per­fect. There isn’t much to feast on, but when you can feast it’s among if not the best rac­ing game on the N64. It’s a heck of an adven­ture whether you’re a Bee­tle enthu­si­ast or not. V dub or bust.

Jet Grind Radio — Issue 45

Jet Grind Radio sets cool standard

Bom­bas­tic yet cool. This is the dichoto­my you encounter in the atmos­phere of Jet Grind Radio. There’s noth­ing quite like it — except its sequel — and that’s a bless­ing because I don’t think the world could han­dle any­thing else. It’s quirky, futur­is­tic, stun­ning, and unde­ni­ably cool when you get down to it: Jet Grind Radio is the future.
Set in a futur­is­tic Tokyo, Jet Grind Radio fea­tures a wide cast of rollerblad­ing graf­fi­ti gangs vying for suprema­cy and strug­gling against an ego­ma­ni­a­cal mad­man and his con­glom­er­ate, which are attempt­ing to take over the world. The sto­ry­line serves its pur­pose but it’s the char­ac­ters that are the draw here. Each char­ac­ter — includ­ing the unlock­able — has an inter­est­ing look and sto­ry going on. They are the lifeblood, and it’s fun to learn about them and their motivations. 
While we’re lov­ing the char­ac­ters, let’s also give love to the art style that brings them to life. The art style is gor­geous and still holds up after 23 years. The graf­fi­ti cel-shad­ed look has aged well; graf­fi­ti nev­er fails to be awe­some and impact­ful, and Jet Grind Radio looks phe­nom­e­nal. It’s the first game to use this tech­nique, and it set the stan­dard in 2000 in terms of pre­sen­ta­tion. The back­grounds are also well done and inspire runs through the game. It’s clear­ly an ear­ly 2000s game, but that only por­tends good things about the Dream­cast and what it was capa­ble of.
And as good as the game looks, the graph­ics almost don’t hold a can­dle to the sound­track. This is one of the best sound­tracks ever done, and it will have you bop­ping while you’re run­ning around on inline skates. This is one of those sound­tracks that you put on while work­ing and you get some of your best work done. Funky and pop-cen­tric, the sound­track has so much going on the­mat­i­cal­ly that there’s bound to be some­thing for everyone. 
And in terms of appeal­ing to mass con­sump­tion, the con­trols are a com­mon denom­i­na­tor kind of sen­si­bil­i­ty. The imme­di­ate com­par­i­son here is Tony Hawk, which isn’t sur­pris­ing since the Hawk­man had just released his first game — Tony Hawk’s Pro Skater — a year ear­li­er to crit­i­cal acclaim. Jet Grind Radio does­n’t nec­es­sar­i­ly grind on Hawk’s coat­tails, but you’re bound to say to your­self at least once, “These con­trols sure feel famil­iar.” And you would­n’t be wrong. That’s a good thing, because it plays like ear­ly Tony Hawk, you know when it was good.
While every­thing is great in terms of pre­sen­ta­tion and con­trol, I’d be remiss in men­tion­ing that there is one both­er­some flaw with Jet Grind Radio. While the con­trols are eas­i­ly anal­o­gous to ear­ly Tony Hawk games, it was­n’t easy to pick up the game and know what’s going on imme­di­ate­ly. It’s a lit­tle too inac­ces­si­ble at first, like it’s ask­ing you to have some in-depth knowl­edge ahead of play­ing for the first time. You may not be famil­iar with the con­cepts the game is throw­ing at you, and it’s the game’s respon­si­bil­i­ty to ease you into the fray. Thank­ful­ly, the sur­round­ing game is so good that you’ll come back to get more in-depth with the trap­pings of Tokyo-to.
The Jet Grind series has last­ed into the mod­ern era with re-releas­es and a rumored reboot, and the orig­i­nal game details exact­ly why. Easy con­trols, var­ied modes, an engag­ing cast (love Pots, Piran­ha and Beat!) and pop­ping sound­track make for an imme­di­ate­ly unfor­get­table expe­ri­ence. Get in-line to get down with the fan­tas­tic Jet Grind Radio.

The Magical Quest Starring Mickey Mouse — Issue 44

Hop ‘n bop Dis­ney style

Hop ‘n bops are the lifeblood of the old­er con­soles. You did­n’t have a decent con­sole if it did­n’t have one romp with a mas­cot-like char­ac­ter at the helm. Even the ter­ri­ble con­soles had at least one. So, it should be no sur­prise that a great sys­tem such as the Super Nin­ten­do was chock full of great bops. While a bit on the easy side and slight­ly deriv­a­tive, Mag­i­cal Quest Star­ring Mick­ey Mouse is in the pan­theon of good plat­form­ers for the SNES.

The game starts out with cutesy lore: Mick­ey and his friends Goofy and Don­ald are play­ing a game of catch with Plu­to at the park. The ball gets thrown too far and Plu­to runs off. Goofy and Don­ald chase Plu­to and even­tu­al­ly dis­ap­pear, leav­ing Mick­ey to search for them. Mick­ey tum­bles down a cliff and finds him­self in a strange mag­i­cal land. After a bit of search­ing, a wiz­ard appears to inform Mick­ey that Pete is a tyrant over the land and has cap­tured Plu­to. With that infor­ma­tion, it’s now up to Mick­ey to save his canine com­pan­ion and reunite with his friends.

While search­ing for Plu­to isn’t hard, some of the mechan­ics are lit­tle cum­ber­some. The spin-and-throw mechan­ic is weird at first, but even­tu­al­ly it becomes sec­ond nature. It’s a lit­tle too off some­times, mak­ing clean hits more miss than suc­cess. There are cos­tume changes for Mick­ey that serve to high­light the mag­ic usage of the game, and each has a way to be use­ful. The prob­lem is, it’s not always clear what you should be using the suits for indi­vid­u­al­ly. And upgrad­ing them is some­times a chore. How­ev­er, the over­all basic hop ‘n bop mechan­ics are excel­lent and feel tight. Mick­ey is easy to con­trol, and bop­ping through the beau­ti­ful scenery is an easy affair.

While the sto­ry isn’t any­thing to real­ly get excit­ed about, the graph­ics are. They’re super lush and beau­ti­ful, with detailed sprites and abun­dant col­ors to bright­en even the dark­est of realms. The music is also appro­pri­ate­ly bright, with a lot of sim­i­lar­i­ties to the lat­er excel­lent Aladdin sound­track. It’s a Cap­com music show so the sound­track is at worst decent. The tracks do add a lit­tle some­thing to the romp through loca­tions, so the music is serviceable.

This is the very def­i­n­i­tion of hop ‘n bop in the ear­ly days of 16-bit plat­form­ers. It’s got a decent sto­ry, beau­ti­ful graph­ics and a decent sound­track with excel­lent plat­form­ing and a vari­ety of mechan­ics to learn. If it had a save fea­ture, that might have pushed it to the upper ech­e­lon of SNES plat­form­ing. But, that bit of miss­ing mag­ic along with some quirky con­trol issues keep it from being an epic Mick­ey quest.

Gunbird 2 — Issue 44

This is good and clean bul­let hell fun

Bom­bas­tic bul­lets, bombs, and spe­cial attacks. You’re get­ting a taste of every­thing in the wild ver­ti­cal shoot­er Gun­bird 2 from shoot-’em-up prac­ti­tion­er Psikyo. Whether that taste is enough to whet your appetite for fur­ther shmup adven­tures is anoth­er sto­ry, one I believe is worth at least reading.

Gun­bird 2 is your aver­age ver­ti­cal shoot­er in that it sub­scribes to bul­let hell envi­ron­ments. There are sev­en char­ac­ters to choose from, each with their own moti­va­tions for cap­tur­ing three mys­ti­cal ele­ments and pre­sent­ing them to their god. All of them fly around var­i­ous stages in the Gun­bird world, blow­ing up ene­mies and tak­ing on the boss Shark and her cronies Blade and Gim­mick of the Queen Pirates. The sto­ry is sim­ple to get into and won’t take up too much of your time through sta­t­ic screens explain­ing the sit­u­a­tion at hand. 

It’s easy to under­stand the mechan­ics as well. Each char­ac­ter has five attacks: Pri­ma­ry, sec­ondary, charge, melee, and super weapon. The pri­ma­ry weapon is either a con­cen­trat­ed or spread shot with all oth­er weapons spe­cif­ic to the char­ac­ter in ani­ma­tion. It’s fun to try all of the char­ac­ters to see how their weapons ani­mate and behave, and it’s impor­tant to as well, because there is strat­e­gy involved. Know­ing when to ini­ti­ate a super weapon is cru­cial for main­tain­ing com­bos and sav­ing your­self or your team­mate if you’re play­ing along­side some­one else. The attacks are all assigned to but­tons so you don’t have to do too much to move around and attack. It’s sim­plis­tic and yet chaot­ic at times, but it’s fun chaos.

The pre­sen­ta­tion is gor­geous while you’re dodg­ing ene­mies and get­ting shot from all direc­tions. The col­or palette is beau­ti­ful and the char­ac­ter ani­ma­tion shines. And, yes, even though Psikyo car­ried over Mor­ri­g­an’s dog-tired sprite from Dark­stalk­ers it still works here. You imme­di­ate­ly know who she is, and it does­n’t look to ter­ri­ble against the back­drops of bul­let hell. The oth­er char­ac­ters look good for late ’90s ani­ma­tion. While the ani­ma­tion is good, the sound­track is pass­ing, if not a bit late ’90s mediocre. It’s not ter­ri­ble, but it does­n’t stand­out. A sin­gle track caught our atten­tion, which is OK. Not all shoot-’em-ups get to be Gala­ga Arrange­ment or Gradius.

Over­all, Gun­bird 2 is a good ver­ti­cal shoot­er in a crowd­ed genre pop­u­lat­ed by heavy hit­ters. It shoots its way to the mid­dle of the pack, and while it won’t knock your socks off, it’s got replay val­ue and charm built into its laser.

Monster Hunter: World — Issue 44

A whole new world awaits

Lush, breath­tak­ing, com­pli­cat­ed, try­ing. If you weren’t a fan of Mon­ster Hunter as a fran­chise until you played Mon­ster Hunter: World, con­sid­er your­self miss­ing out on some­thing won­drous. Mon­ster Hunter: World is as close to per­fec­tion as an action RPG can be.

Every­thing begins with you. You begin your adven­ture as a hunter join­ing the Fifth Fleet on an expe­di­tion to the New World. You are tasked with explor­ing the vast wild in search of infor­ma­tion and sci­ence. You’re sup­port­ed with an assis­tant — Pal­i­coes — and oth­er offi­cers of the Fifth Fleet, who help with hunt­ing the flo­ra and fau­na in the wide unknown so that you may inform the Research Com­mis­sion of your find­ings and pos­si­bly stop the extinc­tion of vital drag­ons. The sto­ry is engross­ing, well-writ­ten and eas­i­ly digestible with hints of more to come as you explore every nook of the new land. 

And explore you will because that’s the name of the game here: Hunt­ing. You, the hunter, go into the world to hunt mon­sters of all sizes. Dur­ing your hunts, you’re using your wits and the envi­ron­ment to your advan­tage, care­ful not to faint too many times while work­ing to take down a crea­ture so that you may get new parts to craft gear and weapons. The craft­ing aspect is fan­tas­tic. The vari­ety of gear and equip­ment that can be gen­er­at­ed is off the charts, and there is noth­ing more sat­is­fy­ing than tak­ing down a new ene­my and obtain­ing new, more pow­er­ful gear. Cap­com knew the essence of the high that comes from win­ning a hard-fought bat­tle, loot, craft bet­ter gear and repeat. And they’ve cap­tured that essence mas­ter­ful­ly here with increas­ing incen­tives and nuanced pac­ing. Fight­ing nev­er feels weird, and it quick­ly becomes sec­ond nature to swing your sword and make waves in bat­tle. My only gripe here is that there is so much to learn with the bat­tle mechan­ics and item craft­ing and usage that some­times it gets over­whelm­ing. Tak­ing your time to read the tuto­ri­als and work through sce­nar­ios in train­ing is the way to com­bat that. I’m pleased with this set­up because I’d rather get too much infor­ma­tion than not enough.

While on your expe­di­tions or even at the hub, stop a moment when you can and admire the beau­ty that Cap­com has cre­at­ed. The game is one of the most beau­ti­ful I have ever seen. I fre­quent­ly stop to watch the scenery and take in the detail of the sur­round­ings. And, I want to espe­cial­ly high­light the impres­sive char­ac­ter cre­ation suite. If I can cre­ate my own char­ac­ter in a game, I want bold and accu­rate tools to do so. Mon­ster Hunter: World gave me that and more. I spent two hours with it alone and I still want­ed to spend more time there. The wealth of options is out­stand­ing, and I’m extreme­ly impressed with the diver­si­ty found with­in. I can make a char­ac­ter that accu­rate­ly looks like me with gor­geous options for hair­styles … or not. But I love the options giv­en, and I can’t praise that fea­ture enough.

The sound­track is anoth­er stand­out in the pre­sen­ta­tion. It’s fun, fast-paced and engag­ing. No track is out of place and it’s well-scored with so many dif­fer­ent instru­ments that it puts almost every oth­er adven­ture title to shame. This is big-bud­get music and it shows in every sit­u­a­tion you’ll find your­self in every envi­ron­ment. Also, the Pal­i­coes’ sound effects are some of the most adorable cat rep­re­sen­ta­tions I’ve ever heard. If you love cats like I do, you’re going to be say­ing “Aww, how adorable!” every five sec­onds and it’s not going to ever get old. That’s the mark of good audio, honestly.

Mon­ster Hunter: World is a mas­ter­piece in adven­ture. No short­age of things to do, a wealth of options and sto­ry and great mechan­ics come togeth­er in a majes­tic mag­num opus of craft­ing and sur­vival. The hunt for per­fec­tion is over with Mon­ster Hunter: World.

Street Fighter Alpha 3 — Issue 43

The Alpha of the genre wears its crown well

Street Fight­er per­fec­tion.” That’s what they were call­ing it in adver­tise­ments in 1999. Per­fec­tion it is. There are a select few Street Fight­er games that we can call per­fect, and Street Fight­er Alpha 3 is at the top of that list.
Street Fight­er Alpha 3 begins and ends with the con­cepts of Street Fight­er II and choic­es. Alpha 3 — set between 1987’s Street Fight­er and 1991’s Street Fight­er II — goes back­ward in sto­ry­line to tell the sto­ry of the future. Street Fight­er II is what it is: A fight­ing game with sim­ple mechan­ics and super moves — as of Super Tur­bo in 1994. But choic­es? In a Street Fight­er game, no less? Unheard of, until Alpha 3. 
The mechan­ics present choic­es ear­ly and fre­quent­ly. Once you pick your char­ac­ter, you then choose the fight­ing style from three main choic­es (four in the Dream­cast ver­sion). A‑ISM is straight-up Street Fight­er Alpha. It plays just like the pre­vi­ous games in the series and grants access to three bars of mul­ti­ple super moves. V‑ISM fea­tures man­u­al cus­tom com­bos, first seen in Alpha 2 and removes super moves. X‑ISM is most con­sis­tent­ly like Super Street Fight­er II Tur­bo, with access to one bar of super meter and one super move. There are dis­tinct dif­fer­ences and nuances to using each ISM, and advan­tages and dis­ad­van­tages in their styles with top char­ac­ters for each. What works for Alpha 3 the most is the fact that there is so much vari­ety for a sin­gle char­ac­ter across all three ISMs. You can make some­thing out of noth­ing with almost every­one on the ros­ter, even the low­er-tier characters.
And the ros­ter is some­thing to behold in this game. The arcade ver­sion has a nice ros­ter of who’s who in Street Fight­er up to this point but get­ting it home for the con­sole ver­sions adds even more playable char­ac­ters. Favorites like Evil Ryu, Shin Aku­ma and Guile join in the fun and make it an even more round­ed cast. Basi­cal­ly, if they were in Super Tur­bo or men­tioned in Street Fight­er they’re here with a few new addi­tions like Cody, R. Mika and Karin.
The ros­ter plays nice­ly as well. The mechan­ics are easy to under­stand, espe­cial­ly if you have pre­vi­ous expo­sure to Street Fight­er in any form. It plays beau­ti­ful­ly and han­dles well in all of its var­i­ous modes.
And a vari­ety of modes there are. While some have to be unlocked — such as Final Bat­tle and Dra­mat­ic Bat­tle — the oth­er modes are fun to play and are well-inter­con­nect­ed. One of the best modes avail­able from the out­set is World Tour Mode. This is where you should spend most of your time because it’s fan­tas­tic. Trav­el­ing around the world fac­ing var­i­ous Street Fight­ers with spe­cif­ic con­di­tions that uti­lize the dif­fer­ent ISMs is the per­fect way to learn how Alpha 3 works. Using World Tour Mode effec­tive­ly blows the game wide open and is fun to play through with a ton of replay value. 
Also adding val­ue is the sound­track, one of Cap­com’s mas­ter­pieces. The game is set in the mid-to-late 1980s and it sounds appro­pri­ate to that era. Beyond the bangers for mul­ti­ple char­ac­ters — Sagat, Bal­rog and Juli/Juni instant­ly come to mind — even the nar­ra­tion deserves praise. It’s over the top but it fits per­fect­ly. The sound­track also works well with the graph­ics. The sprites are big and col­or­ful as are the detailed and stun­ning stages. It’s one of Cap­com’s bet­ter-look­ing games and is a mas­sive improve­ment from the rest of the Alpha series. It almost looks like it belongs in an entire­ly dif­fer­ent game series.
A per­fect sound­track, visu­als and game­play expe­ri­ence is what Street Fight­er Alpha 3 brings to the table. As usu­al, it took Cap­com to get it right by the count of three, but right is an under­state­ment. Even after near­ly 25 years, this is tru­ly Street Fight­er perfection.

Street Fight­er Alpha 3 Dream­cast version
The Dream­cast ver­sion war­rants men­tion because it is sig­nif­i­cant­ly dif­fer­ent from the PlaySta­tion and Sat­urn ver­sions. The Dream­cast ver­sion is enhanced with the addi­tion of an online mode and lat­er the Japan only Match­ing Ser­vice, which allowed online play as Cap­com had with sev­er­al oth­er fight­ing game titles such as Vam­pire Chron­i­cles, Mar­vel vs. Cap­com 2 and Super Street Fight­er II X.
The most notable and use­ful changes are the secret char­ac­ters Guile, Evil Ryu and Shin Aku­ma are already unlocked for use and the addi­tion­al ISMs and ISM-Plus mechan­ics avail­able to unlock. The PlaySta­tion ver­sion was plagued by a bug that pre­vent­ed some ISM-Plus items unlock­ing in World Tour Mode. These were made avail­able for the full expe­ri­ence, and the S‑ISM that CPU-con­trolled Final M. Bison uses was also made available.
Final­ly, the Saikyo Dojo mode is avail­able here. This mode pits a weak char­ac­ter against two strong oppo­nents. It imi­tates the Saikyo char­ac­ter select mode avail­able in the PlaySta­tion version.

Ports of Street Fight­er Alpha 3
Street Fight­er Alpha 3, Sony PlaySta­tion, 1999
Street Fight­er Zero 3, Sega Sat­urn, 1999 (Japan only)
Street Fight­er Alpha 3: Saikyo Dojo, Dream­cast, 1999
Street Fight­er Alpha 3: Saikyo-ryu Dojo for Match­ing Ser­vice, Dream­cast, 2000
Street Fight­er Zero 3 Upper, Arcade, 2001
Street Fight­er Alpha 3 Upper, Game Boy Advance, 2003
Street Fight­er Alpha 3 MAX, PlaySta­tion Portable, 2006
Street Fight­er Alpha Anthol­o­gy, PlaySta­tion 2, 2006
Street Fight­er Alpha 3, PlaySta­tion Clas­sic down­load, 2011
Street Fight­er 30th Anniver­sary Col­lec­tion, mul­ti­ple con­soles, 2018