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Title: Today I wrote my 330th review.
Posted: April 21, 2012 (01:04 PM)
It's a round number, so I'm noting it as a milestone of sorts. Which gives me an excuse to celebrate heavily today. CHEERS!
Users with accounts on the HonestGamers site are able to contribute reviews and occasionally other types of content. Below, you'll find excerpts from as many as 20 of the most recent articles posted by overdrive. Be sure to leave some feedback if you find anything interesting!
Game: Shining Force Gaiden: Final Conflict (Game Gear)
Posted: December 01, 2013 (11:58 AM)
As the game progresses, the fights start getting pretty tough. By the time you've reached the final handful, virtually every foe will come at your guys with damaging long-range area-of-effect spells, making it impossible to avoid taking massive amounts of damage.
And in case you were wondering, Murobo stepped in and obliterated the final boss’s end phase in about two hits while laughing off any of its attempts to attack him. That only serves to further illustrate the disparity between characters.
Instead, we have six levels that are just there. A couple have you flying over Earth-like surfaces, while others position you above bland mechanical structures that could be a Death Star-like tunnel, a futuristic military base, a satellite up there in space or whatever.
Game: X-Men Legends II: Rise of Apocalypse (PlayStation 2)
Posted: October 10, 2013 (02:28 PM)
So, how did this game insert the Age of Apocalypse into their actual continuity? Well, the first thing Apocalypse does here is take over Genosha, displacing Magneto and his Brotherhood of Evil and causing them and the X-Men to engage in some teeth-clinched teamwork. A number of the more notable villains were AoA baddies, such as Abyss, Holocaust and Sugar Man. Sugar Man even refers to being in the alternate universe, noting that Apocalypse is "as good as gold in any universe".
I've not actually seen Ristar on this collection because of the painfully tedious process of unlocking games. From doing a good bit of reading, you apparently need a save for Sonic Heroes on your memory card to get a couple of the games, while the rest are unlocked by starting up various Genesis games a whole bunch of times; and game hints are unlocked by keeping games open for three hours. This is just so stupid…
Take out the enemy's space armada and you'll then find yourself in a claustrophobic base. The level is only one screen wide and you'll be maneuvering through narrow, cramped corridors that (of course) have enemies lurking just out of range. The only thing missing was the message, "And now for something completely different…" flashing on the screen between stages — a sentiment which only grows towards the end of the game when you suddenly find yourself outside flying over a desert.
Maybe it's watching James descend down one deep hole after another…only to wind up outside on ground level with no indication that he'd been following a steadily declining path; or perhaps it's Heather having to frantically check doors in a shopping mall while constantly being chased by durable monsters she has nowhere near enough ammo to put down — these are not emotionally relaxing games.
It never leaves entirely, though. I mean, I've spent a total of 375 or so hours in the world of Oblivion and its DLC, and I have no regrets. I was glad when it was over and I doubt I'll ever play it again, but I had a great time until the end, when I was just trying to finish off the final few quests as quickly as possible.
You start out as some anonymous kid living with an old guy who seems to hate you, and a younger woman who tries to work as a buffer. She also heals you whenever you visit, so I liked her almost as much as I hated how the game basically shrugs off the old dude's behavior as "tough love".
Other than them, Xexyz is a pretty manageable game with my main stalling point being one particular boss fought fairly late into the game. Horrza looks pretty awesome (the fact that he’s a jet-pack-wearing dragon wielding a pair of guns — one seemingly grafted into its tail — might be the coolest thing imaginable), but he'll utterly slaughter all but the most skilled players with nonstop fire aided by his erratic movements up and down the screen.
The next level drops you into an icy cavern where you'll find yourself shooting blocks to temporarily move them out of the way so that you can slip through the gaps before the ice returns to its original position. When you get used to doing that, you'll confront small machines capable of also moving the blocks — except they kick the dang things right into you, which keeps you on your toes.
At heart, everything about this level is pretty simple and basic — heck, its boss fight really isn't much more than a large collection of those guns you'd been blasting on the station's surface for much of the level — but the presentation makes it feel like so much more; like you're actually waging a one-man assault on a giant enemy base.
Game: The Elder Scrolls IV: Knights of the Nine (Xbox 360)
Posted: May 28, 2013 (02:08 PM)
In the priory basement is an enchanted pedestal which will convert this equipment into stronger versions as you increase in level. Since many rewards in this game are based on your level when you earn them, having stuff that will grow with you instead of simply becoming obsolete is a very nice touch.
Perhaps these two genres just weren't meant to be mashed together and that’s why they wound up feeling as compatible as the typical Hollywood relationship.
And then, right in the middle of all of that are light-hearted elements such as a horribly flatulent fairy who propels you across an ocean with her gas, a random encounter bull-man called "Retardotaur" and random townspeople who break the fourth wall to remind you that you're playing a video game. Wacky stuff like this works in a game like EarthBound, because most of that game has a somewhat whimsical outlook on things. With Vay, it's just distracting nonsense, like if Hamlet took ...
Not only was blood removed from the game, but the boss named "Blood" got his name changed to the less-intimidating "Boots" (to reflect his kick-heavy offense).
When you get to a town, count on walking through about 20 screens to find the five or so homes that you can actually enter to find information, items or a place to rest. Midway through the game, when you have to scale a pair of towers, enjoy seeing the same few screens as you ascend each one's multiple, identical floors.
In Dead Moon, only during boss fights, your ship turns around and faces left once you reach the screen’s right edge. You’ll feel like you're in an actual arena, struggling to survive a battle with a true rival. The game makes full use of this mechanic, too; bosses will fly all over the screen, forcing you to constantly remain on the move in order to stay alive.
When you resume play, you'll find yourself again controlling that same slow-moving, impotent piece of junk with which you started. The big difference is that now you'll possibly be starting from a mid-level checkpoint or even a more difficult late-game area. Odds are that you'll quickly lose the rest of your lives and realize that you're playing one of those shooters where, if you can't complete it on one life, you might as well reset and start again from scratch.
Bloody Warriors is best described as an RPG for RPG junkies. It's not good enough to inspire players to delve into the genre, but diehard fans like me are able to gain some enjoyment from taking another trip down a well-worn path.