Review Archives (All Reviews)
You are currently looking through all reviews for games that are available on every platform the site currently covers. Below, you will find reviews written by honestgamer 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.
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SoulCalibur II review (GCN)Reviewed on October 06, 2003Rather than force you to face nine million matches to unlock all the hidden characters and their alternate weapons, Namco went the story-based route. When you first begin this mode, you appear on a map and get to read some text. This leads to a battle with an opponent, where you'll quickly learn the basic moves that make up a typical fight. From there, you advance onto the next area, where there's more story to read and an excuse for another fight. |
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SoulCalibur II review (PS2)Reviewed on October 05, 2003When playing in Extra Arcade, you can change what weapons your characters use in battle, provided you have obtained new ones. This can greatly affect how balanced a fighter your character is. Tamil can find a weapon, for example, that lets her take out anyone almost without effort, or she can pick a different weapon that has some attributes that are great and some that are a disaster. It's amazing how many ways Namco found to keep gamers playing. |
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Enter the Matrix review (XBX)Reviewed on October 03, 2003To be fair, the Focus idea is cool. It's a great way to put the player in control of what feels almost like a superhuman character. In this one regard, the game succeeds. The problem is that there's not much to do with it. You're just doing the same thing you were before, but now everything isn't as fast and visibility is low. There aren't suddenly more opponents and the environments don't suddenly morph to the point where they're interesting. |
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The Simpsons: Hit & Run review (XBX)Reviewed on September 29, 2003In the later stages, in the interests of raising the difficulty bar, the developers force you to drive from point A to point B in almost perfect form, then probably to point C in even less time, and perhaps even to point D. Sound tedious? It can be. And if you mess up, it's back to point A for a rehash. |
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Pirates of the Caribbean review (XBX)Reviewed on September 08, 2003Or if you're feeling particularly daring, you can find contraband on one island, then head to the tavern on another and set up a secret liason with some smugglers. Here, your luck comes into play, and perhaps your ability to handle yourself on land in more of those annoying melee battles, but it's easy to save just before trying to make the deal. Though it feels cheap, you'll soon find that if you save just before any minor skirmish, you can just replay it until you're satisfied with the outcome. |
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One Piece Mansion review (PSX)Reviewed on September 05, 2003Each such room represents an apartment within the complex, and you'll see the occupants doing their thing. Of course, their thing might interfere with the something the guy to the left or right enjoys. That's what One Piece Mansion is all about, then: keeping everyone in each of the rooms happy with the people around them. |
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Gemfire review (NES)Reviewed on August 17, 2003In any other game, sitting around waiting for a chance to cultivate your fields might not seem all that interesting. But in Gemfire, it can quickly become an obsession. Then you realize you were a moron to plant so much corn because it really didn't do you all that much good after your neighbor stomped all over your farmers with his massive army. |
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Tom Clancy's Ghost Recon: Island Thunder review (XBX)Reviewed on August 13, 2003The end result was that I was skirting this level or that for quite some time, trying to find the path the arrow thought was there, and I never really did. This is a problem that was present in the first game, too, but this time around it seems actually to have grown worse instead of improving as one might expect. Again, I blame this on the more intricate levels. |
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Puss 'N Boots: Pero's Great Adventure review (NES)Reviewed on August 08, 2003Just when you're starting to really enjoy yourself, you realize that you've reached its conclusion. Then you look back and realize with horror that it only took you perhaps 15 minutes to do so. From the first stage to the last, they are quick little jaunts almost without exception. The vehicle rides are all quite fun, but they end almost as soon as they begin, and there are arguably too many of them. |
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Faceball 2000 review (SNES)Reviewed on August 06, 2003The system simply wasn't made to handle three dimensions, and that's all there is to it. Really, Faceball 2000 is quite the impressive technical feat. Even though the floors are featureless, and the walls, and even though the balls look more like misshapen blobs, it's impossible to forget that what you're looking at shouldn't have been possible on Nintendo's gray and purple box of mystery. |
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Chip 'N Dale: Rescue Rangers 2 review (NES)Reviewed on August 04, 2003The first level is pretty good, a promising start for the game. The heroes run through a restaurant in an effort to diffuse a bomb someone has set in the building. It's not a match for the first stage in the first game, but it's good, a promising start. Unfortunately, things never really get any better. |
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Ys III: Wanderers From Ys review (SNES)Reviewed on July 29, 2003Every time you complete a dungeon, you can count on an interesting plot twist, some new items, and a sense of accomplishment that should be at odds with your realization that the dungeon you just conquered wouldn't have puzzled a two-year-old, but somehow isn't. |
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Magic Pengel: The Quest for Color review (PS2)Reviewed on July 10, 2003In case you haven't heard, Magic Pengel: The Quest for Color is a role-playing game that eschews the massive world, grand storyline, and extensive inventories so many consider staples of the genre. Instead, it embraces a system through which gamers collect magic crystals and parts, then use them to create just about any character they can imagine. For the first time, we have the chance to play a role-playing game that isn't limited so much by hardware, but rather our own imaginations. |
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Mega Man Network Transmission review (GCN)Reviewed on June 21, 2003By the time you reach the end of the game, you'll be quite familiar with most of those skills. There are 137 in all. You gain these by defeating enemies, who sometimes leave behind bits of data. It pays to continue defeating the same enemy, too, because the more of one type of data you have, the more times you can use it within a level. |
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Beyond the Beyond review (PSX)Reviewed on June 18, 2003I can say without a hint of malice that I've always liked the towns in such 16-bit titles, and that they are present in full force in Beyond the Beyond. Each town does look different from the next. Years later, there is the slim possibility you'll find yourself remember your first trip through that one town at night, or the descent into the volcano, or that pyramid I mentioned before. |
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.hack Part 2: Mutation review (PS2)Reviewed on May 19, 2003Old characters return, but they're hardly involved. Mia, in fact, only shows up in one mission with a reference to a practical joke from the previous game. Her presence here is token, as is the presence of the majority of the cast. It's quickly becoming evident that the story here is really revolving around Kite and BlackRose. |
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Castlevania: Aria of Sorrow review (GBA)Reviewed on May 13, 2003Nothing feels particularly refreshing. You've seen all the tricks before, they impressed you at the time, and now there's this overwhelming sense of deja vu. Some of the absolute coolest bosses in the game, for example, feel like they were ripped straight out of Castlevania: Symphony of the Night. Which makes sense, as they obviously were. |
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Rayman 3 review (GBA)Reviewed on May 01, 2003Even more impressive are the numerous environments he'll explore. These for the most part are swamps, lava caves, and fortresses, but they all look vibrant. The level of detail is also amazing. Then there are the enemies to consider. Their animations also are impressive, to the point where you sometimes must watch them in order to determine when it's safe to attack. |
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Tom Clancy's Ghost Recon review (PS2)Reviewed on April 26, 2003No, multi-player doesn't truly shine until you unlock cooperative levels. This is done by completing those same levels in the single-player mode. Once that's done, the game suddenly doubles in value. Whenever a new friend comes over, the two of you can take on some missions together and lose a few hours without even realizing they went anywhere. |
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Super Puzzle Fighter II review (GBA)Reviewed on April 24, 2003While you're puttering about on your half of the screen, your opponent is on the other side doing the same thing. Whenever you score a combo or string of combos, blocks will be rained down on your opponent. These blocks do not solidify for around 4 or 5 drops of other blocks, yet they quickly build up on the screen and make things difficult for your dastardly foe. |
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