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.

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.

ModNation Racers — Issue 42

The mods must be unimpressed

Mod­Na­tion Rac­ers stum­bles at start­ing line despite wealth of options

When you come for the king, you bet­ter not miss. And, as much as Mod­Na­tion Rac­ers tries to come for Mario Kart, it miss­es by quite a wide mile.
Mod­Na­tion Rac­ers tries, I’ll give it that. There’s depth to be had here for an arcade go-kart rac­er. There are var­i­ous modes to jump into, includ­ing a career mode and online and offline play. Addi­tion­al­ly, the cre­ate-a-char­ac­ter and track edi­tors are seri­ous time sinks. A once-thriv­ing and robust online store for all sorts of mods — the name of the game — is still there. The cus­tomiza­tion remains deep, with var­i­ous ways to dress your char­ac­ter and build a rig that suits your aes­thet­ic. This is where Mod­Na­tion has the advan­tage over Mario Kart, and that’s obvi­ous from the get-go. 
But under­neath the sur­face, Mod­Na­tion starts to fal­ter big time. The tracks are gener­ic and bor­ing and are gen­er­al­ly under­whelm­ing with a clunky design to the over­all feel. There was noth­ing that jumped out as inter­est­ing, and they feel slapped togeth­er and cliche. And, equal­ly as bor­ing is the char­ac­ter design. Despite the char­ac­ters being chibi-rac­ers, they aren’t cute. The super-deformed look works when you can pull it off, and Unit­ed Front Games did­n’t suc­ceed here. The char­ac­ters look gener­ic and stale with no personality.
As bland as the char­ac­ter design is, even goofi­er are the con­trols. Kart rac­ing, while not a pre­ci­sion genre, should be easy to con­trol. Mod­Na­tion Rac­ers is not easy to race in, con­sid­er­ing there’s some­thing assigned to every but­ton on the con­troller and then some. On top of that, the con­trols feel impre­cise, loose, and slop­py. Also, the speed lev­els, while cus­tomiz­able, are not tuned prop­er­ly. What should have been the eas­i­est and slow­est speed for a new­com­er still felt like the equiv­a­lent of 150CC in Mario Kart. That’s not easy, and the con­trols are unhelp­ful in deal­ing with that sen­sa­tion of speed. 
Also, some of the rac­ing mechan­ics are ques­tion­able at best. The drift­ing fea­ture is ter­ri­ble; at no point was com­plet­ing a drift pos­si­ble going as fast as I was going. And, the AI’s con­sis­tent abil­i­ty to pre­vent weapon pick­up even on the eas­i­est lev­el was grat­ing as was the con­stant bump­ing into objects and bar­ri­ers. It’s obnox­ious also that there is no weapons dis­play beyond words and a meter. Explain­ing what the weapons are and their effects would have con­tributed to more playing.
Adding insult to injury, the sound­track is gener­ic and for­get­table. Not a sin­gle track stood out, and much like the lev­el design, seemed half-thought-out and lazy. I kept hop­ing and lis­ten­ing for some­thing, any­thing, to pique my inter­est, but I was dis­ap­point­ed there also.
Mod­Na­tion suf­fers from the adage of too much of a good thing. While it’s nice to have the wealth of cus­tomiza­tion options, it comes across as what the kids call “doing too much.” Every­thing seems extra and a lit­tle bit too much. It’s try­ing too hard to tack on a lot of things that are designed to out­shine the com­pe­ti­tion when it should have focused on get­ting the basics cor­rect. Even where there is depth, some­times you have to know where to rein it in, and Mod­Na­tion Rac­ers stum­bles on the steps on the way to cast their bal­lot for them­selves as the king of kart rac­ing. It’s an admirable but ulti­mate­ly flawed chal­lenge to the throne.

Super Princess Peach — Issue 42

A peachy keen adventure

Usu­al­ly, for us die-hard Mario enthu­si­asts, sav­ing Princess Peach is the name of the game when it comes to an adven­ture. After all, we start­ed way back when with Pauline in Don­key Kong and moved up to Mush­room King­dom clean up in Super Mario Bros. But occa­sion­al­ly, the script gets flipped and it’s about sav­ing Mario instead. Super Princess Peach does just that and does a damn fine, if not stereo­typ­i­cal­ly emo­tion-filled, job.
Start­ing things off with busi­ness as usu­al, Bows­er invades the Mush­room King­dom in a bid to steal Peach and wreak hav­oc. He suc­ceeds but, chang­ing things up, man­ages to cap­ture Mario and Lui­gi instead and cre­ate chaos with the Vibe Scepter, which con­trols oth­er beings’ emo­tions. Instead of hop­ing for a hero, Peach decides she must return the favor and sets out across eight worlds set on Vibe Island to save her plumber beau and his brother. 
In her quest, Peach is assist­ed by a sen­tient umbrel­la named Per­ry. Per­ry imbues Peach with Vibe meter by defeat­ing ene­mies and pro­vides oth­er tech­niques for her arse­nal. And Vibe meter is real­ly the oth­er big mechan­ic here. On the DS’ bot­tom screen, there are four emo­tions that Peach uti­lizes to solve puz­zles: Joy, Rage, Gloom and Calm. The emo­tions are inno­v­a­tive and easy to use, mak­ing con­trol­ling Peach a breeze. Rarely are the touch­screen con­trols an issue, and it’s easy to quick­ly switch among them on the fly.
Graph­i­cal­ly, Super Princess Peach is cute and vibrant, which plays well for the vibe Nin­ten­do is going for here. I expect­ed that Vibe Island would look bright and col­or­ful in most places and has a light, airy feel to it. The back­grounds pop and the char­ac­ter sprites are cute and weird in a good way. It car­ries the nor­mal Mario charm, but there’s some­thing about run­ning around as Peach with the adorable Per­ry that looks and feels gen­uine­ly refresh­ing. The sound­track is also some­thing spe­cial. It has a groovy vibe to it, and all the tracks work well with the sur­round­ings. Also, Peach’s voice act­ing is spot-on. Peach sounds exact­ly like what I would expect in mod­ern games, and I par­tic­u­lar­ly enjoyed the sound effects for the dif­fer­ent emo­tions she employs.
My only bone of con­tention is small but a big part of the game: The Vibe meter. While a nice mechan­ic as far as game­play goes, there was some­thing about it that both­ered me that I could­n’t artic­u­late when the game was released in 2006, but I can now. I’m not over­ly fond of the con­cept that Peach is led around by manip­u­lat­ing her emo­tions. It’s the con­cept that women are emo­tion-dri­ven crea­tures that jumps out at me as a lit­tle more than offen­sive. If we’re capa­ble of sav­ing our beau — which we whol­ly are, and it only took from 1985 to 2006 to show this — then we can do it with­out it implied that we’re wild­ly mood-swing­ing weirdos who are gid­dy at one moment and rag­ing or cry­ing at the next. It’s a lit­tle more than stereo­typ­i­cal misog­y­nis­tic non­sense that quite frankly was­n’t nec­es­sary to attach to an already damsel-in-dis­tress arche­type try­ing to change the sta­tus quo. The game, on its tech­ni­cal mer­its, is strong enough to stand on its own, honestly.
Despite some wonky ideas about Peach’s emo­tion­al sta­bil­i­ty and for­ti­tude, Super Princess Peach is a quaint and fun adven­ture. It’s not a game-chang­er in the Mario pan­theon but it’s easy, acces­si­ble, and adorable. I can’t ask for more out of my hop ‘n’ bop done right. It’s just peachy.

Marvel Puzzle Quest — Issue 41

A mar­velous puz­zle journey

Ah, qui­et, placid Puz­zle Quest. We’ve seen many ver­sions of the clas­sic match-three game and yet, some­how, some way there’s a unique spin added that catch­es the eye and delights. Mar­vel Puz­zle Quest, the mobile jug­ger­naut from Demi­urge Stu­dios, is a spec­tac­u­lar extra move-laden free-to-play boun­ty for on the go.

I’ve played at least two ver­sions of Puz­zle Quest and they’re decent. Hav­ing that his­to­ry helps with con­cepts and under­stand­ing some of the intri­ca­cies of MPQ, but the base match-three con­cept is not hard, though. Your goal is to match three or more like-col­ored gems (green, black, yel­low, blue, red, pur­ple, and sil­ver) to dam­age your oppo­nent until they are downed. You can have a team of one to three char­ac­ters who will take turns match­ing gems against an AI-con­trolled team. From time to time, match con­di­tions vary — espe­cial­ly depend­ing on the mode or in-game event, but the main goal is gen­er­al­ly to take out your oppo­nent as clean­ly as possible. 

The Mar­vel com­po­nent comes in through char­ac­ters to col­lect from the sto­ried com­ic book com­pa­ny. Your team and the AI’s team will be com­posed of Mar­vel char­ac­ters rang­ing from the obscure to the most recent MCU-themed ver­sions, ranked in a five-star sys­tem. Char­ac­ters have three spe­cial moves — some­times with sub­sets and pas­sives — that must be unlocked. How you obtain them is where the pay aspect comes into play. Pric­ing can be steep when you’re try­ing to build a decent ros­ter, but it’s no worse than some of the oth­er options out in the mar­ket­place right now, and it has a more sat­is­fy­ing feel to com­plet­ing a col­lec­tion here. As a well-known Mar­vel doc­tor­al can­di­date, I have had a lot of fun pulling togeth­er a ros­ter with MPQ. I know most, if not all, of the char­ac­ters and their vari­ants (thanks, Loki!), and it’s decent work to keep track of who I have earned or am still hunt­ing down. In the year that I’ve been play­ing, I’ve cre­at­ed a spread­sheet that’s updat­ed dai­ly to track where my col­lec­tion stands. It’s that deep.

The depth of the puz­zle engine is also sur­pris­ing. It’s not uncom­mon to strate­gize moves, match­es and board set­up to max­i­mize poten­tial dam­age in a fight. The AI is well-bal­anced, enough that I rarely feel as though it’s unfair. I also very sel­dom lose match­es now that my ros­ter is about 80 per­cent com­plete. And in terms of ros­ter-build­ing, I also tend to get my fair share of rare and pow­er­ful five-star char­ac­ters. MPQ could eas­i­ly be a mon­ey sink, but it’s avoid­ed with a lot of devel­op­er bal­anc­ing behind the scenes.

The bal­anc­ing act also extends to the dif­fer­ent modes, and it’s a job well done. There are quite a few events to choose from at any giv­en time, and they’re fun to mill around in to improve your skills and earn rewards. You can join an Alliance, which is high­ly rec­om­mend­ed. The ben­e­fits from join­ing a sol­id squad can mean get­ting a rare char­ac­ter for free, or oth­er perks you might have to pay for nor­mal­ly. The modes are nice and pro­vide a change of pace. There’s a dai­ly mode fea­tur­ing Dead­pool with dif­fer­ent require­ments; Ver­sus mode, where you face off against AI-con­trolled avatars of real teams; Puz­zle Gaunt­let, where there are solu­tion-ori­ent­ed puz­zles against teams; Sto­ry events, where pre-deter­mined sto­ries play out through match­es and cut scenes; and, time-lim­it­ed events, where you and pos­si­bly your alliance join forces to take down a boss.

Demi­urge Stu­dios also does a great job with how the game looks, as well. MPQ has some of the best mobile graph­ics of any­thing on the mar­ket right now, and the use of actu­al run com­ic book cov­ers to rep­re­sent char­ac­ters is fan­tas­tic. The back­ground art also looks amaz­ing and crisp. Demi­urge out­did them­selves and for a sev­en-year-old game, it still looks sol­id and well done. The sound­track is nice, but it’s noth­ing to write home about. I usu­al­ly keep the music turned off, but it’s by no means terrible.

If you’re into Mar­vel, you’re going to love this. You’re going to drop a lot of mon­ey try­ing to build your ros­ter, and you’re going to have fun doing it. Even if you’re not into Mar­vel that much, you’re going to find some val­ue in this. It’s a good time wrapped up in a mobile game that plays well and pro­vides a lot in small pack­age. It’s a mar­velous play no mat­ter how you look at it.

Mega Man 9 — Issue 41

Blue Bomber relives glo­ry days in No. 9

Ah, Mega Man and Dr. Wily. Capcom’s con­tri­bu­tion to video game rival­ries have bat­tled through numer­ous episodes in the 8‑bit, 16-bit and first PlaySta­tion era. These infa­mous icons have tak­en their bat­tle of good vs. evil to anoth­er bat­tle­field: next-gen­er­a­tion con­soles. Like many fans of the Blue Bomber, I won­dered how Cap­com would present Mega Man and com­pa­ny to a new audi­ence while keep­ing ded­i­cat­ed fans like myself invest­ed in new adven­tures. Mega Man 9 hit the spot.

Mega Man 9 is exact­ly like pre­vi­ous Mega Man games of the 8‑bit era: Easy to play. Using the PS3’s d‑pad made me feel that I was play­ing on the NES with sim­pli­fied con­trols. When Mega Man defeats a Robot Mas­ter, he acquires that boss’ weapon which — along with his Mega Buster — make up the meat of his con­trols. I have only two issues with this fea­ture: You can­not use a charged Mega Buster blast like in Mega Man 4; and, you must acquire weapon pow­er-ups to keep the spe­cial weapons run­ning prop­er­ly. Mega Man does have help in his lat­est adven­ture with his help­ful canine, Rush, and allies Eddie, Beat and Roll, who sup­ply spe­cial gad­gets in exchange for screws via their shop between stages. Sav­ing all col­lect­ed screws when pur­chas­ing cer­tain items is a smart move. 

The graph­ics in Mega Man 9 are 8‑bit qual­i­ty and nos­tal­gic, which I com­mend Cap­com for doing. It looks like Mega Man of yes­ter­year, which is always a good thing. The music was also a win since it stayed with each stage’s design. 

I felt that as an old­er gamer, Mega Man 9 was not only sim­ple, but also fun. I didn’t have to wor­ry about time lim­its or oth­er friv­o­lous things that would induce rage quit­ting. Every­thing was Mega Man ori­ent­ed, just as it should be.

Mega Man 9 is a game for not only Mega Man fans, but also for those who want to expe­ri­ence 8‑bit gam­ing on a next gen­er­a­tion con­sole. Who­ev­er said that gam­ing clas­sics can’t keep atten­tion like new­er triple‑A titles obvi­ous­ly have not played a clas­sic series like Mega Man and cer­tain­ly haven’t run into Mega Man 9. 
Car­ry on, Blue Bomber. Car­ry on.

Street Fighter V — Issue 41

Don’t call it a come­back: SFV cleans up after launch

I’m going to be intense­ly per­son­al for a minute: My life by the time of my mid-30s was not fun. It was a time of change, reboots in near­ly every area (part­ner, career, school again), loss and learn­ing from the mis­takes of my 20s. I’m good now, but it wasn’t with­out strug­gle and pain.
And the old­est entry in the fight game can com­mis­er­ate with me because they know what that time is like. Street Fight­er V is sit­ting at the bar with me, drown­ing its sor­rows because it and the series, too, went through it in its mid-30s and like me is doing much bet­ter than one could expect after the struggle.
SFV didn’t start out as mag­i­cal as it has become. The launch was mired in prob­lems and things just weren’t where they should be. The game’s sto­ry mode didn’t launch along­side the actu­al game and the net­code was ter­ri­ble. But what a dif­fer­ence time makes. 

The sto­ry, while still not as engross­ing as past entries, has improved. It moves the SF world mythos along and makes sense if you know the series’ past. Tak­ing place between Ultra SFIV and SF3: 3rd Strike, Char­lie wakes up in a tomb and is guid­ed to steal an item from Guile, which would help him defeat M. Bison. Third Strike boss Gill dri­ves the plot over­all, tying up the loose ends between SFII and the endgame of 3rd Strike, which is the known end of the series sto­ry­line-wise. I love that Gill is tied into this as it always seemed like he was out of place as the end of SF lore. I nev­er ful­ly under­stood why he was the boss of that tril­o­gy of games except as some­thing new for Cap­com to try because every­one was sick of M. Bison by that point.

While I’m impressed with the sto­ry, I’m more impressed with the pre­sen­ta­tion. Much like its pre­de­ces­sors, SFV looks gor­geous. The back­grounds are beau­ti­ful as are most of the char­ac­ter designs. Even the menus look good. Some­times, when I start the game, I take a sec­ond just to mar­vel at the main menu and how the modes are pre­sent­ed. And let’s talk about the sound­track for a sec­ond. The music is all-around amaz­ing. Every time I get in-game, I dis­cov­er anoth­er track that I feel like I haven’t pre­vi­ous­ly heard, and I fall in love all over again. It’s so good that it’s worth track­ing down and adding to your music collection.

While I love the game, there is a big sec­tion I don’t care for: the play style. I’m an Alpha purist, specif­i­cal­ly SF Alpha 3. That’s my Street Fight­er style and has been for years. How­ev­er, SFV plays kind of stiff — a lot like SFIV — and that’s hard for me to grasp. It’s playable, obvi­ous­ly, but it’s not my style of Street Fight­er play. And that’s OK. It real­ly doesn’t detract from the game’s abil­i­ty to shine or be Street Fight­er, but it’s not my per­son­al pref­er­ence to play. It is a lot of fun to watch being played pro­fes­sion­al­ly, though.

Street Fight­er V has come a long way as the most cur­rent entry in the series. Game ele­ments have got­ten a lot of pol­ish, whether it’s fix­ing the net­code or expand­ing the ros­ter with old favorites and skins allud­ing to long-dor­mant char­ac­ters. It’s now the flag­ship game it should have been, and it’s still rul­ing the fight game roost while every­one waits for the announced Street Fight­er 6. 

Some­times, with the strug­gle comes the rewards and SFV has more than earned its life fight money.

Borderlands: The Pre-Sequel — Issue 40

Bor­der­lands: The Pre-Sequel is a lot of retread

Stop me if you heard this one.
A group of four boun­ty hunters run amok on Pan­do­ra and open a trea­sure chest filled to the brim with loot after killing a bunch of things.
In fact, you should have stopped me, because you’ve heard that song and dance before. Twice to be pre­cise. It’s because I’ve waxed poet­i­cal­ly about two oth­er Bor­der­lands titles in pre­vi­ous issues over the past decade. It was all fine and well, that run­ning amok on Pan­do­ra. Until it wasn’t. You see, Bor­der­lands has charm and grace, know­ing when it’s hit­ting its lim­it at the bar. Bor­der­lands 2, well, you have to tell it when to stop because it thinks it can han­dle its liquor but real­ly can’t. Pre-Sequel? Brown liquor gives it courage to talk to folks a cer­tain way, and it winds up get­ting thrown out of the bar and Ubered home. It’s because Pre-Sequel thinks it’s some­thing we’ve nev­er seen before, when we all have and we’re not buying.
Bor­der­lands: The Pre-Sequel is set between the events of Bor­der­lands 1 and 2 sto­ry­line-wise but was released chrono­log­i­cal­ly after Bor­der­lands 2. Pre-Sequel tells the parts of the Bor­der­lands saga that we didn’t see hap­pen­ing simul­ta­ne­ous­ly in the first game and men­tioned in the sec­ond game: How Hand­some Jack dis­cov­ered the Vault; took over the Hype­r­i­on Cor­po­ra­tion and, by exten­sion, Pan­do­ra; and, cor­ralled an ear­li­er group to assist in his nefar­i­ous plans of dom­i­na­tion and galac­tic domin­ion. Along for the ride this time are char­ac­ters we already know from Bor­der­lands 2: Nisha Kadam, the future sher­iff of Lynch­wood and Jack’s future girl­friend; Wil­helm, pre-cyber­net­ic obses­sion and trans­for­ma­tion; Athena, wan­der­ing Pan­do­ra after the events of the Secret Armory of Gen­er­al Knoxx DLC in Bor­der­lands; and, Clap­trap, who’s assist­ed the Pan­do­ra Vault Hunters but doesn’t yet know he’s the sac­ri­fi­cial lamb of the sto­ry. These Vault Hunters are sum­moned through an EchoNet call from Jack to find the Vault on Pandora’s moon, Elpis. 
Know­ing what we know now about Jack and his motives, it’s safe to assume that there will be greed, mon­ey and shenani­gans involv­ing guns. Those are there, yes, but it’s just Bor­der­lands 2 with a slight­ly dif­fer­ent mask and a lack­ing sto­ry. Because make no mis­take: The sto­ry is not mov­ing for­ward here. It’s sole­ly meant to fill in some gaps, but it’s obvi­ous it’s not meant to be some sort of pitch-shifter that Bor­der­lands 2 or Bor­der­lands 3 were and are.
Know­ing this about the sto­ry, what you find when you get to Elpis is def­i­nite­ly a whole lot of typ­i­cal Bor­der­lands skull­dug­gery. From the begin­ning of the jour­ney once you touch down on the plan­et, the new mechan­ics of oxy­gen man­age­ment and low grav­i­ty are a pain to deal with and obnox­ious. Yes, you do need some­thing new to spice things up a bit, but it’s not imple­ment­ed with any type of pre­ci­sion or enjoy­ment. Con­stant­ly hav­ing to man­age how much oxy­gen is left while try­ing to avoid tak­ing dam­age means dis­trac­tion, and it ruins any sort of sand­box vibe the game might have been going for. Oxy­gen man­age­ment is also tak­ing prece­dence while work­ing through Bor­der­lands Begin­ning Syn­drome, or when you start a char­ac­ter in a Bor­der­lands playthrough with lit­tle to no help. The first few hours of any Bor­der­lands playthrough are slow and a slog with no help, and Pre-Sequel is no excep­tion. All oth­er mechan­ics are Bor­der­lands 2 based, so there’s noth­ing else new here of note.
Much like the non-new mechan­ics, the graph­ics are Bor­der­lands 2 based as well. So, you’re not going to see new tex­tures, though there are a few new ene­mies and NPCs to change things up a bit. The new ene­mies are slight­ly inter­est­ing, as are some of the boss­es. This has always been Bor­der­lands’ strength as fran­chise: Col­or­ful char­ac­ters that leave an impres­sion. Pre-Sequel man­ages to cre­ate some good­will with some new char­ac­ters, but they’re all in the style of Bor­der­lands 2. Bor­der­lands 2 was ser­vice­able in its graph­ics as a mar­gin­al­ly bet­ter upgrade to Bor­der­lands, so you’re get­ting that mar­gin­al upgrade here as well. The sound­track also is Bor­der­lands 2 based, so if you enjoyed that, you’re prob­a­bly going to enjoy this, too. There are a few tracks that stand out, but noth­ing spe­cial … much like every­thing else offered here.
Take Pre-Sequel for what it is: a stand­alone pack­age that real­ly should have been prepara­to­ry DLC for Bor­der­lands 2 or even fol­low-up DLC for that game. It real­ly shouldn’t have been held back after Bor­der­lands 2 because it works well as a stop­gap mea­sure between Bor­der­lands and Bor­der­lands 2. As a front-end sequel game, it’s just more of Bor­der­lands 2 — down to the reused assets and sound­track — and that doesn’t nec­es­sar­i­ly increase its endear­ing qual­i­ties, no mat­ter how much I love Bor­der­lands as a whole. At this point, it’s suf­fer­ing from sequel-itis.

Mario Kart 8 (Wii U) — Issue 40

Mario Kart races back to form in Wii U edition

There comes a time in every Mario Kart fan’s life when you have to make a choice of whether you still love the series or if you don’t. I assume this, of course, because I have no idea if any­one still plays Mario Kart or not. I assume they do, and I just don’t know it. The series hit that fabled peak of ques­tion­abil­i­ty for me when Mario Kart Wii was released. GI wasn’t using a rat­ing scale when we reviewed it (editor’s note: This was reviewed in 3Q2008), but suf­fice to say it would not have received a good score. Mario Kart had a lot of work to redeem itself for me, a long­time lover of the series who start­ed in 1992. The lat­est orig­i­nal entry, Mario Kart 8, has made sig­nif­i­cant effort to pol­ish the series again.
Mario Kart, at its core, has always been about arcade rac­ing. There’s noth­ing real­is­tic about play­ing as var­i­ous Mario and oth­er gen­er­al Nin­ten­do char­ac­ters while romp­ing through var­i­ous Mush­room King­dom locales. It’s always been about the Mario charm expand­ed to fit with­in a palat­able dri­ving scheme that makes any­one a cham­pi­on go-kart enthu­si­ast. Mario Kart 8 does not shirk on this charm. If it’s a mem­o­rable Mario char­ac­ter, they’re prob­a­bly in this game. 
And, in a nod to the appeal of Nin­ten­do crossover and nos­tal­gia, there are new addi­tions from out­side the port­ly mus­ta­chioed plumber’s usu­al sus­pects: You can now play as Ani­mal Crossing’s Isabelle and The Leg­end of Zelda’s Link. While they don’t nec­es­sar­i­ly con­tribute any­thing new to the series, their pres­ence is enough to elic­it excite­ment because it means Nin­ten­do is final­ly open­ing Mario Kart up to the gen­er­al ros­ter. There is much to mine from, and if you’re ques­tion­ing any of this, look at the lead Smash Bros. has tak­en in this field.
Mario Kart has always been the sort of series that takes its his­to­ry seri­ous­ly. Entries after Mario Kart: Dou­ble Dash have begun ref­er­enc­ing the pre­vi­ous tracks of yore, some­times with var­ied results. Mario Kart 8 man­ages to gath­er a lot of stel­lar new tracks and some old that aren’t favorites but will suf­fice as entries. A lot of the old­er tracks are from more recent entries but make no mis­take — they are there for the pur­pose of draw­ing you in to remind you of the good times and then send you on your mer­ry way to try the new tracks. Tug­ging at my heart strings with a mod­ern SNES Rain­bow Road remake will get you every­where, though there are caveats to these remakes. 
While the tracks are great graph­i­cal­ly, the music is hit or miss. When I say I want a Rain­bow Road throw­back, I also want the orig­i­nal music to go with it. It doesn’t need a musi­cal over­haul because the orig­i­nal music was bril­liant. I’m not sure why Nin­ten­do thought it need­ed to have the sound remade, but it wasn’t a par­tic­u­lar­ly great deci­sion. Oth­er remas­tered stage choic­es, includ­ing Grum­ble Vol­cano and Music Park, are fine. And a lot of the new tracks are great; Drag­on Drift­way and Excite­bike Are­na are def­i­nite standouts.
Graph­i­cal­ly, the game looks amaz­ing. It’s the best-look­ing Mario Kart pro­duced yet. All the char­ac­ters look life-like, and the stages are incred­i­bly detailed. Even the water par­ti­cle effects look amaz­ing. There are times when there’s a brief lull in action that I can soak up the sur­round­ings, and I’m impressed by the Wii U’s under­stat­ed capa­bil­i­ty. Mario Kart 8 shows what the sys­tem could poten­tial­ly do. It’s a tes­ta­ment also to just how good Mario Kart looks in the mod­ern era.
Now, here’s where we may have some issues. I’m not fond of the AI rub­ber­band­ing, and I haven’t been a fan of it since the Mario Kart 64 days. We are a quar­ter of a cen­tu­ry grown up and past that, and we’re still hav­ing issues with last-minute vic­to­ries by the AI. This is a known issue at this point, yet it rears its ugly head still. Also, while a lot of the new tracks are cool — Excite­bike Are­na among the best of the bunch — there are some that do absolute­ly noth­ing for me. Track selec­tion is impor­tant, and this entry has dullards. Big Blue, for what­ev­er rea­son, keeps show­ing up in mod­ern catchall Nin­ten­do games, and it’s here, too. I’m not impressed with the track at all, and they could have come up with some­thing else. 
Also, while I love the Ani­mal Cross­ing track, it needs some­thing else than the series’ cute motif and catchy music. It’s your basic, run of the mill dri­ve around in a loop track, but it needs some­thing else to give it some pop. Same thing goes for the Hyrule track. It’s basic, too. What makes this worse is that the tracks are part of the DLC bun­dle for the game. If you’re ask­ing me to spend hard-earned mon­ey on extras, the extras need to be super spe­cial. I’m not get­ting that with those two tracks, specif­i­cal­ly. Thank­ful­ly, there are oth­er extras to be had that kind of make up for those.
Over­all, this is a sol­id entry in the Mario Kart sphere of influ­ence. This is the best entry in years, and it deserves some high praise for a lot of the things that it gets right. There’s always room for improve­ment, but the rac­ing king con­tin­ues to show why it’s the arcade rac­ing champ and why it con­tin­ues to rule the road of go-karting.