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Review Archives (Staff Reviews)

You are currently looking through staff reviews for games that are available on every platform the site currently covers. Below, you will find reviews written by all eligible authors and sorted according to date of submission, with the newest content displaying first. As many as 20 results will display per page. If you would like to try a search with different parameters, specify them below and submit a new search.

Available Reviews
Cotton 2 (Saturn)

Cotton 2 review (SAT)

Reviewed on March 27, 2004

Beams of white light streak across the screen, flaming scarlet dragons roar from the wand, bright blue frozen enemies bounce off the walls, and in general lots of things explode and shatter in ways that look oh-so-painful yet oh-so-pretty. This witchy little tale offers a lot of opportunity to use, abuse, and master your techniques — all in a world that's so beautiful that you'll blissfully drool the whole way through.
zigfried's avatar
Mickey's Adventures in Numberland (NES)

Mickey's Adventures in Numberland review (NES)

Reviewed on March 24, 2004

Scattered throughout the various locations are magical digits. If Mickey brushes into them, they're added to his inventory. More frequently, you'll find them sealed in a box you must destroy. If for some reason you forget what a given number looks like (which would be pretty dang stupid of you, considering the current desired number is displayed near the bottom of the screen), Mickey will brush against it and shake his head disapprovingly.
honestgamer's avatar
Marble Madness (NES)

Marble Madness review (NES)

Reviewed on March 24, 2004

It turns out your marble is made out of china or something. Even a small drop will either set it to spinning (which delays your movement for a second or two) or cause it to crack (which delays you something like five seconds, in some cases). None of this would particularly matter, except the marbles have a tendency to be reluctant about directional changes.
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The Little Mermaid (NES)

The Little Mermaid review (NES)

Reviewed on March 23, 2004

It turns out that most of the enjoyment you'll derive from this game comes from tossing such bubbles. There are all sorts of nooks and crannies spread all over the place, and they often hold hidden treasure such as forks and pipes that are worth points when you complete a level. More importantly, you can often find hearts that give your life meter a boost.
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Mega Man & Bass (Game Boy Advance)

Mega Man & Bass review (GBA)

Reviewed on March 23, 2004

Though the levels themselves aren't much longer than areas encountered in Mega Man 4 and its like, the ease with which you traverse each environment has been radically altered for the worse. Bottomless pits fill almost every room, and spikes and giant enemies that swarm you at every opportunity. Even the simplest of enemies do terrible damage if they brush against you, and the cramped quarters mean that all of them are much harder to avoid than you might expect.
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Summoner: A Goddess Reborn (GameCube)

Summoner: A Goddess Reborn review (GCN)

Reviewed on March 22, 2004

Since most enemies will take around ten hits to kill, battle quickly becomes a matter of exchanging blows, parrying, watching for an enemy opening, then repeating. Misjudge your opponent and you'll take quite a bit of damage. Not only that, but enemies will soon tire of head-on attacks and will decide to circle. Suddenly, you're dealing not only with an enemy opponent, but also the horrific camera.
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1080° Avalanche (GameCube)

1080° Avalanche review (GCN)

Reviewed on March 22, 2004

As a result, your relationship with a new level goes as follows: first you start playing and almost invariably lose by a large margin, then you start to memorize things and lose by only a hair (your boarder may even appear to have won, even though he or she didn't), then you'll effortlessly win almost every race as you fully memorize the obstacles. The challenge in the game is derived almost completely from the player's lack of familiarity with a given course.
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Wheel of Fortune (NES)

Wheel of Fortune review (NES)

Reviewed on March 20, 2004

None of this matters, though, compared to a careful dissection of Vanna's role in the game. It's obvious Rare's developers thought a lot of her. Watch closely as she saunters casually across the screen, flipping letters and looking nothing like her real-life counterpart. Another nice touch is that if a letter is more than halfway across the group, she'll walk to the opposite end of the puzzle, while if it's not, she only heads out to the letter, flips it, then returns lazily to her original position.
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Amplitude (PlayStation 2)

Amplitude review (PS2)

Reviewed on March 17, 2004

The system works astonishingly well, because it grows quite difficult to leap from track to track. Making sudden changes can throw off your groove, so to speak. Sometimes, tracks are just too far out of range. This means that you need to anticipate your moves. See two tracks with score multipliers waiting ahead? One of them is going to make it easier to reach the multiplier that lies beyond, while the other will make such a stretch next to impossible.
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Choaniki: Sei Naru Protein Densetsu (PlayStation 2)

Choaniki: Sei Naru Protein Densetsu review (PS2)

Reviewed on March 13, 2004

In this era of remakes and resuscitations, I suppose this game shouldn't have been a surprise — but still, Super Big Brother is one of the last series I expected to rise from the ashes... ashes formed from developer NCS-Masaya's dead, burning corpse. Point is, Legend of the Holy Protein features sexy-awesome style and its frenetic action should be enough to turn on any hardcore Psikyo shmup fan.
zigfried's avatar
Mickey Mousecapade (NES)

Mickey Mousecapade review (NES)

Reviewed on March 11, 2004

Even if you have a fairly simple stage, such as the forest, you'll soon find the developers have worked overtime to irritate you. Proceeding through the forest requires shooting almost every tree to reveal hidden doorways. As you progress, you'll enter a door and the season and enemies change. This is a nice touch. But the minute you enter a door in the wrong order, it's back to the start for you.
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T&C Surf Designs (NES)

T&C Surf Designs review (NES)

Reviewed on March 10, 2004

There appears to be no set limit, either; you just keep skating as things grow increasingly difficult, until you've messed up too much and the game ends. The real fun is to challenge yourself for score. It's possible to average around 10,000 points a stage, for example, but as you get into the later zones this grows increasingly risky. Topping 100,000 points is actually quite difficult. Because you're scored based on time remaining, health icons gathered, and life remaining, there's a lot of challenge.
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R-Type Final (PlayStation 2)

R-Type Final review (PS2)

Reviewed on March 06, 2004

But it's worth all the agony, the memorization, and the sweaty palms, because there's little in the world of videogames that can compare to the feeling that you're 'in the zone' as you weave effortlessly through scores of enemy bullets and ships. Not only that, but this is one of the best looking shooters ever crafted.
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EVE Burst Error (PC)

EVE Burst Error review (PC)

Reviewed on February 28, 2004

The strength of Eve Burst Error lies in how the pieces are assembled, revealing just enough to keep you excited without spoiling the surprises yet to come — and let me tell you, the writers really like to mess with your mind.
zigfried's avatar
Super Off Road: The Baja (SNES)

Super Off Road: The Baja review (SNES)

Reviewed on February 26, 2004

If you race long enough to build up a good supply of nitro, races can take on quite the frantic pace. You'll zip along the roads, weaving between plants, around four-wheelers, and through groups of other trucks. There are plenty of small hills and streams to rush over, so it's great fun to see how long you can zip along the rough terrain before hitting so many obstacles that your truck is ruined.
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Everything or Nothing (GameCube)

Everything or Nothing review (GCN)

Reviewed on February 26, 2004

James can fire a wide variety of weapons, rappel down the sides of buildings, skydive, pilot helicopters and cars and motorcycles. Some of these actions feel almost like separate games. The quality is that high. Yet everything is implemented in a nearly seamless fashion to form the type of quilt that can wrap you up and keep you warm all winter.
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The Fairly OddParents: Breakin' Da Rules (GameCube)

The Fairly OddParents: Breakin' Da Rules review (GCN)

Reviewed on February 21, 2004

Though it's not so much the case in the early stages, the pathetic double jump is going to provide numerous moments of frustration as players try to navigate architecture that absolutely requires high-precision jumps over bubbling lava, bottomless pits, and whatever else the game chooses to throw at you. Even in cases where a jump doesn't result in the instant loss of a life, it's likely to force you to backtrack and try the jump again... and again, and again.
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Final Fantasy X-2 (PlayStation 2)

Final Fantasy X-2 review (PS2)

Reviewed on February 19, 2004

On the one hand, it is made by Square Enix and says FF in the title. The dressphere system sounded like a really cool variation on the various FF games that have included job classes (FF1, 2, 3, 4, 5, and Tactics to name some.) I was intrigued. On the other hand, FFX-2 looked a whole lot like ''Let's play dress-up!'' and Yuna's new costume made me skeptical. I absolutely could not picture the uncertain, apologetic Lady Summoner running around a la Lara Croft, and I really wanted to know how Square Enix was justifying the transformation.
lassarina's avatar
Viewpoint (NeoGeo)

Viewpoint review (NEO)

Reviewed on February 17, 2004

Well, even by Neo Geo standards it doesn't actually look brilliant if you observe carefully. But the VIEWPOINT makes things look decidedly 3D, and the polygons are shaded so brightly and nicely, in a generally non-threatening fashion, so the overall look is brilliant. I was very impressed when I first beheld this game in action.
Masters's avatar
Metroid: Zero Mission (Game Boy Advance)

Metroid: Zero Mission review (GBA)

Reviewed on February 14, 2004

With that said, I was also happy to see that this game doesn't lead you by the hand to the same degree that Metroid Fusion did with its 'computer' set-up. It's still quite possible to get lost and wonder where you should head next. The map might tell you that it's time to approach Kraid's lair, for example, but that doesn't mean you can just take a few passages and find yourself at the encounter; you'll have to locate hidden chutes and such all by yourself.
honestgamer's avatar

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