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.
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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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Golden Sun review (GBA)Reviewed on June 20, 2003Despite the attractive environment that the game immersed me in, what dawned on me quite early on into the adventure was that Golden Sun actually seems to purposefully conspire to make the process of playing it as mundane and drawn out as possible. |
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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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Skies of Arcadia Legends review (GCN)Reviewed on June 14, 2003I found myself hooked into the story almost immediately. You're given a mystery of sorts to investigate in the very first scene--who is this girl in the strange clothes? Why is she here? And it just gets more interesting from there. |
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Armored Core 3 review (PS2)Reviewed on June 03, 2003Enemy AI is drastically improved this time around. Your opponent will hide behind objects and use various fighting styles, requiring you to plan your method of attack based on what you know about your foe. |
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Brute Force review (XBX)Reviewed on June 02, 2003Brute Force would benefit so much from more open level designs. Your tactical options would exponentially increase and your enemies could do something useful like flank you, or ambush you, bringing much more excitement into the game. |
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NBA Street Vol. 2 review (GCN)Reviewed on May 21, 2003This isn't a basketball sim, the players don't behave like real players. Shaq will hit the occasional shot from behind the arc, little Allen Iverson will throw down 360 dunks. Just about any player in the game will hit a mid range jumper with at least 80% accuracy, so getting points on the board is pretty simple |
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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 15, 2003Aside from the soul-absorption ability, you can also pick up weapons! That's right, just like in Symphony of the Night, the main character can arm himself with swords, axes, maces, even a gun. |
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The Legend of Zelda: Ocarina of Time / Master Quest review (GCN)Reviewed on May 15, 2003For veterans of the original, the dungeons become all new challenges (sometimes extremely frustrating ones), with different sequences necessary for progression and a horde of remixed enemies throughout—for instance, where there might have been a few keese in Ocarina of Time, there now stands a Stalfos. |
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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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Conflict: Desert Storm review (XBX)Reviewed on April 28, 2003Conflict Desert Storm has plenty of those exciting moments that you just can't find in other genres. You're low on ammo, separated from your squad, relatively hidden in a small group of boulders. There's a tank rolling towards you on the left, enemy infantry overrunning your position. What do you do? WHAT DO YOU DO??? I live for these moments - CDS delivers them in bunches. |
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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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