Genre: Platformer
Developer: Sonic Team
Platform: Sega Genesis
Release: 1992
Rating: Not Rated/E
- Graphics -
Such bright colors, yet so much detail! Seems nowadays you get one or the other. However, back in the Console Wars in an era where detail was depicted on how many different colors could be displayed at once with a limited palette, you ended up with a lot of games that used things like complimentary colors to depict shadows or color variation to keep objects and backgrounds from becoming too difficult to keep separate. Sonic 2 seemed to take this to a higher level than most, especially in terms of the shadows, however.
Graphics: 10/10
- Story -
N/A
Story: --/10
- Gameplay -
The addition of Tails was a great improvement in every way: Now you could play with your friends both co-op or even in versus mode, and Tails was completely immortal. He could take hits and just stay in the damage area without dying; He could fall off a cliff and just respawn with no pentalty. The only time he ever got in the way was during the special stages, but it was actually extremely helpful if you had a friend who was decent and willing to play. If that got in your way too much, just turn him off! Yes, the immortal sidekick is optional.
The levels themselves were well-balanced, and true to Classic Sonic style they offered many paths to the same goal. I wish this type of level design was achieved today. My only gripe here is that if you were playing Co-op, 2P (Tails) had nothing to do for the last three zones due to plot.
Also, considering this is a joint-review for Sonic 2 & Knuckles, I guess I should mention him. He was playable only when playing the game connected via a Sonic & Knuckles cartridge (though the feature is available in most collections). His abilities from Sonic & Knuckles carried over, tending to make the game fairly unbalanced. The developers made up for this with his low jump-height, however. Some bosses needed entirely different strategies, and many routes were unavailable. Unlike Sonic 3, however, I don't recall any completely alternate levels (which would make sense)
Gameplay: 10/10
- Music -
Oh god wh... I'm supposed to rate this?! No. Just take your 10/10 and go. And go listen to every variation of every song in it, remix or otherwise.
Music: 10/10
Total Score: 10/10
Also available for Virtual Console (Wii), and collections on PC, xbox, x360, Genesis, Saturn, PS2, PS3, and Gamecube.
Tuesday, August 27, 2013
Sunday, August 18, 2013
Metroid Prime 2: Echoes
Genre: Platformer/FPS
Developer: Retro Studios
Platform: Nintendo Gamecube
Release: 2004
Rating: T
- Graphics -
Oh man, this is just gorgeous. Such high detail, both in polygons and textures, to an almost unheard-of level! The atmospheric effects brought the entire world to life, too; Dark Aether was one of the most stressful places I've ever been in a game, and not all of that was the atmospheric hazards.
Graphics: 10/10
- Story -
After blowing up Tallon IV (in Metroid Prime), Samus is apparently flying around when she receives another distress signal. After landing on the unstable Planet Aether, she discovers that Phazon has corrupted the planet itself to the point of existing in two dimensions at once. The Luminoth, the primary sentient race on the planet, are in stasis cocoons to preserve their race, with one exception: Their last surviving Sentinal. Samus fights the Ing, the inhabitants of "Dark Aether", and gets to blow up planets.
Story: 6/10
- Gameplay -
Oh man, where to begin! Dark Aether was a wonderful rendition of gaming's "alternate worlds" traditions, on a level I've not seen quite achieved since A Link to the Past (and surpassing it). The concept of a world that could harm you by simply standing in it is something I've honestly never seen before in a game. Dark Aether's toxic atmosphere forces players to use speed, skill, and strategy to navigate the world. The light crystals and light beacons become less and less common later in the game, so effective dodging and fighting become crucial for survival. Of course, several arsenal additions along the way help, and by the very end you've thankfully got a suit immune to the effects.
Another concept I really loved was the sub-guardians. These bosses, after stealing Samus' arsenal in an early cutscene, actually attack her with her own weapons! They were well thought-out, and some were wonderfully difficult as well.
The only complaint I have is the amount of backtracking due to four different areas each having two versions... So many hidden missile expansions x_x
Gameplay: 9/10
- Music -
I must admit I was a bit disappointed by Echoes' soundtrack. While the atmosphere was wonderfully enhanced, It simply just isn't as fun to listen to in many places. Agon and the Temple Grounds are good examples of this.
Music: 5/10
Total Score: 7.5/10
Also available for Wii in Metroid Prime: Trilogy
Developer: Retro Studios
Platform: Nintendo Gamecube
Release: 2004
Rating: T
- Graphics -
Oh man, this is just gorgeous. Such high detail, both in polygons and textures, to an almost unheard-of level! The atmospheric effects brought the entire world to life, too; Dark Aether was one of the most stressful places I've ever been in a game, and not all of that was the atmospheric hazards.
Graphics: 10/10
- Story -
After blowing up Tallon IV (in Metroid Prime), Samus is apparently flying around when she receives another distress signal. After landing on the unstable Planet Aether, she discovers that Phazon has corrupted the planet itself to the point of existing in two dimensions at once. The Luminoth, the primary sentient race on the planet, are in stasis cocoons to preserve their race, with one exception: Their last surviving Sentinal. Samus fights the Ing, the inhabitants of "Dark Aether", and gets to blow up planets.
Story: 6/10
- Gameplay -
Oh man, where to begin! Dark Aether was a wonderful rendition of gaming's "alternate worlds" traditions, on a level I've not seen quite achieved since A Link to the Past (and surpassing it). The concept of a world that could harm you by simply standing in it is something I've honestly never seen before in a game. Dark Aether's toxic atmosphere forces players to use speed, skill, and strategy to navigate the world. The light crystals and light beacons become less and less common later in the game, so effective dodging and fighting become crucial for survival. Of course, several arsenal additions along the way help, and by the very end you've thankfully got a suit immune to the effects.
Another concept I really loved was the sub-guardians. These bosses, after stealing Samus' arsenal in an early cutscene, actually attack her with her own weapons! They were well thought-out, and some were wonderfully difficult as well.
The only complaint I have is the amount of backtracking due to four different areas each having two versions... So many hidden missile expansions x_x
Gameplay: 9/10
- Music -
I must admit I was a bit disappointed by Echoes' soundtrack. While the atmosphere was wonderfully enhanced, It simply just isn't as fun to listen to in many places. Agon and the Temple Grounds are good examples of this.
Music: 5/10
Total Score: 7.5/10
Also available for Wii in Metroid Prime: Trilogy
Labels:
FPS,
Gamecube,
Nintendo,
Platformer,
Retro Studios
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