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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
RayStorm (PlayStation)

RayStorm review (PSX)

Reviewed on January 14, 2004

Your R-GRAY fighter must fly through 7 levels of mayhem, while you cross your fingers the whole way through. If you’ve heard otherwise, disregard the misinformation. This game is hard, bordering on the impossible in sections. Perhaps that is a failing resultant from the game’s arcade roots—it plays like a quarter muncher, often giving you no chance to get out of a given situation intact.
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RayCrisis: Series Termination (PlayStation)

RayCrisis: Series Termination review (PSX)

Reviewed on January 14, 2004

''Series Termination'', the subtitle screams at us, as if there were something riding on this. Even the title itself, ''RayCrisis'' speaks of the urgency and enormousness of the situation. As it stands, some Dr. Mindbender type has gone bonkers, his experiment in Artificial Intelligence following suit. The result is the hackneyed tale of supercomputer against earth. Supercomputer will, of course, prove to be victorious, if not for the player/hero.
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Raiden Project (PlayStation)

Raiden Project review (PSX)

Reviewed on January 14, 2004

What then, is the appeal? As 2-D overhead shooters go, Raiden is somewhat of a pioneer, but it can't stand up to most of its successors in terms of intensity. At the same time, you can't really go wrong with Raiden. True, nothing about it is particularly outstanding; but it has no real flaws either. It's challenging, and looks and sounds decent and as always, you get to save the world.
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R-Types (PlayStation)

R-Types review (PSX)

Reviewed on January 14, 2004

One hit. That's all it takes. Maybe if less was thrown your way. Less of everything: alien abominations, attack mechs, membrane walls, mechanical monstrosities. Then maybe you'd have a fighting chance. A reviewer once played the second last level of R-Type and used the phrase: independently controlled eyeballs. Those are essential, and Zen-like concentration and inhuman patience are the other requirements to attain anything resembling success.
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R-Type Delta (PlayStation)

R-Type Delta review (PSX)

Reviewed on January 14, 2004

Yes, it’s true, I’ll admit it. R-Type Delta has the obligatory 3-D ‘let’s get it on’ type introduction, that has become the norm for the modern 2-D shooter. It is polished, but then, so are the intros for Thunderforce V and any number of other games this genre has seen in the last few years. (I think this is an element standardized by the Unknown Guild of 32-bit Shooters.) But from the moment you press start, and bring up the ship selection screen, you know that this game is something more. Something special.
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G Darius (PlayStation)

G Darius review (PSX)

Reviewed on January 14, 2004

G-Darius--the G stand for gigantic--continues the long standing 2-D shooter series with a style and flair not seen before in previous incarnations. Your duty remains the same however; the universe still needs saving, and the bad guys are the same metallic fish that you may have seen in all other Darius games. But now they're...gigantic.
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Einhander (PlayStation)

Einhander review (PSX)

Reviewed on January 14, 2004

Enter Einhander: the German codename meaning, ‘one-armed’, because of the ships’ single manipulator arm. The Selenians would use the Einhander crafts to be, in effect, kamikaze information gatherers. The instruction booklet tells us that “the survival rate for Einhander runs is zero.” It’s up to you to change that.
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Castlevania: Symphony of the Night (PlayStation)

Castlevania: Symphony of the Night review (PSX)

Reviewed on January 14, 2004

What is instantly noticeable about SOTN, is the fluidity that the main character, Alucard, moves about with. He is like poetry in motion, his cape billowing behind him as he stalks, his movement decidedly confident and surging. His joints are like water. The enemies aren’t half bad either. You won’t believe how large some of them are, and on one rather eye-popping occasion, Beelzebub, a generally unclean and unhealthy fellow, fills a few screens.
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Alone in the Dark: The New Nightmare (PlayStation)

Alone in the Dark: The New Nightmare review (PSX)

Reviewed on January 14, 2004

The game returns to the heavily coloured Lovecraftian roots of the original outing. The story is traditional in its potential for spookiness. Some shady setup is hinted at in the intro, and we witness Edward Carnby and Aline Cedrac go down in their plane, due to the intervention of some unseen malevolence. They end up at different points on Shadow Island, (appropriately named) and begin two separate, but intertwining adventures.
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Castlevania: Dracula X (SNES)

Castlevania: Dracula X review (SNES)

Reviewed on January 13, 2004

Great music has always been a Castlevania staple and though the music is competent it is far from great. They have done further remixes on the already remixed soundtrack from IV, and they have made the simple error of trying to fix something that wasn't broken. These remixes only have you longing to hear the Castlevania IV tracks instead.
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U.N. Squadron (SNES)

U.N. Squadron review (SNES)

Reviewed on January 13, 2004

The graphics are amazingly close to the arcade version. The sunsets burn brightly in our eyes, the enemy bases built up in caverns and mountain walls are detailed and atmospheric. Thunderous tracks work hard at making us feel the urgency in our mission, but admittedly, after leaving the game, you’ll be hard pressed to hum a single tune. Our mission is challenging, even on the easy difficulty level, and the limited slowdown is certainly a welcome thing in a Super NES shooter. UN Squadron is a mostly brilliant conversion of an engaging arcade shooting experience. Mostly.
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The Legend of Zelda: A Link to the Past (SNES)

The Legend of Zelda: A Link to the Past review (SNES)

Reviewed on January 13, 2004

Miyamoto and company welcome you to enter dark caverns and dismember segmented desert worms. Be wary of them; their movement is aberrant, erratic. Buy your wares in shops, but buy them also in shallow places beneath the waterfalls. Fairies resurrect you should you falter—capture them and keep them safe in jars that you will find. Swim in deep channels discovering weird whirlpools that mysteriously warp you about your huge world. Play the first four dungeons and take on Agahnim, only to reveal seven more.
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Super R-Type (SNES)

Super R-Type review (SNES)

Reviewed on January 13, 2004

If there was any fun left to be had while playing Super R-Type, after considering the weak sounds, horrid slowdown, and the excessive tedium that the unrewarding difficulty curve creates, it is out the window at this point. Enduring all of those weaknesses in an attempt to appreciate the game's few strengths is made impossible, when you throw in the lack of start back points.
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Super Metroid (SNES)

Super Metroid review (SNES)

Reviewed on January 13, 2004

Nintendo's game is immediately engaging, taking you from a powerful cinema and starting you off with a boss encounter and a thrilling, timed escape sequence that shrewdly doubles as a training ground for your basic skills. And Super Metroid concludes with even greater fanfare, showcasing a wildly chaotic final boss confrontation followed by a stunning, controller-dropping, emotional twist that is simply unforgettable.
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Super Mario World (SNES)

Super Mario World review (SNES)

Reviewed on January 13, 2004

SMW has too much going on for you to tire of it, to be finished with it. It goes on and on, and you can pick it up at any given time, and indulge in what seems like a never-ending journey of different routes, alternate twists and turns, new paths to the waterfall.
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Super Castlevania IV (SNES)

Super Castlevania IV review (SNES)

Reviewed on January 13, 2004

Take Simon through a slow build of Castlevania content. His first level push will allow you to experience the stirring new anthem, Simon’s Theme, and provide decent warm up whipping action. Knee-deep in rushing crystal waters, make your way to the mythical Medusa in all her topless glory; she may just turn you to stone.
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Super Bonk (SNES)

Super Bonk review (SNES)

Reviewed on January 13, 2004

Bonk is a little caveman with a big heart... and head. His cranium takes up about 80% of his total size, but you wouldn't think it from his display of idiocy to start off this newest adventure. King Drool, the once massive dinosaur tyrant of Bonk's world, Moonland, has returned. Strangely, he's now Bonk's size. Not so strangely, he has a new scheme devised to give our hero fits. A big, juicy piece of meat on the ground calls out to the greedy protagonist. Never mind that there is actually a sign saying ''TRAP'' right in front of it; Bonk goes for the food and gets trapped in a glass capsule thing, and is sent forward in time. Or something.
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Space Megaforce (SNES)

Space Megaforce review (SNES)

Reviewed on January 13, 2004

I would be amiss if I didn't mention the kitsch factor that fits unusually snugly into Megaforce's makeup. The bosses are very creatively conceived. They are mechs yes, but their appearance and varying attacks must be seen to be fully appreciated. But that isn't the best part; they talk to you! When you encounter the first level guardian, he will mumble, Welcome to the Underworld! You will pause, and find yourself thinking, 'this actually sounds funny.' Bordering on the riotous, is the second level boss' cry for mercy, Give me a break, will you?
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Soul Blazer (SNES)

Soul Blazer review (SNES)

Reviewed on January 13, 2004

There was a time when you’d play a game like The Legend of Zelda, and feel that strong emotional attachment grow with every swing of your sword. Today, you play games like Final Fantasy 8, and feel a similar (but not quite the same) sort of emotion while the CD loads, and your controller rests relatively untouched in your hands, little different than that DVD remote. Enter Soulblazer.
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R-Type III: The Third Lightning (SNES)

R-Type III: The Third Lightning review (SNES)

Reviewed on January 13, 2004

The knock on R-Type III is that it is insanely difficult, and it's not of the frustrating 'this game cheats!' ilk either. The control is absolutely flawless, so that when you die, it's your fault, and you'll know it. You'll respect the ingenuity that went into making the game corner you and force your hand. Because it is a pattern shooter, you cannot rely on extraordinary reflexes alone to blast through it from beginning to end. Positioning and knowledge of the enemy's weak points and using the right weapon for the right situation, as well as knowing where to position your Device are the keys to victory here.
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