Grim's Game Reviews

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Grimoire Lenin

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Apollo Justice: Ace Attorney
(Gyakuten Saiban 4)
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Original Release Date: April 12, 2007

Original Console: Nintendo DS

Developer: Capcom

Plot: Seven years have passed; in that span of time, much has changed in the world of law. Apollo Justice is a rookie attorney on his first case, and his client? Phoenix Wright. In the seven years that have passed, Phoenix Wright was disbarred from being an Attorney and became a piano player and undefeated poker player. Now, he's once again a defendant in a murder case. Through Phoenix's help, as well as from Phoenix's daughter, Apollo discovers that it was his own mentor, Kristoph Gavin, who killed Shadi Smith, a wandering poker player, instead of Phoenix. However, the backstory behind Shadi, Phoenix, and Kristoph run back to that fateful court case seven years ago... Now working for Wright Anything Company, Apollo hopes to discover what exactly happened to Phoenix Wright and how he became the way he is today... 9/10

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Gameplay: Apollo Justice: Ace Attorney is where the series begins it's trend downwards, and it's here that I will not be reviewing the series much afterwards, as I have not played any of the other games post-Apollo. Much of the gameplay features of the first three games remain unchanged, however, there are a few additions that could be considered "improvements" if you really want to try and justify it. The first of many additions is that of 3D item investigation. If anyone remembers "Rise From The Ashes" from Phoenix Wright: Ace Attorney, then this would not really be a shocker. However, this was the first game in the series to really explore the idea more, allowing for more variance and further fun in your investigation.

The second addition is use of the mic and actual investigative tools to discover evidence. In some parts of the game, you will be required to use the mic to blow into to help set up evidence. It's a neat little idea in theory but I've never been big on the DS gimmicks for the most part. If you're like me, it's a tedious addition that doesn't necessarily change up anything drastically, but just creates more to do.

Another piece added to the game was that of "Crime Recreation Mode" which allows the player to explore the crime scene as it was as it happened, to search for clues. It's a unique concept but isn't used to great effect in the game and unfortunately doesn't appear all that often. The best thing brought to Apollo Justice is its analog to the magatama of Justice For All and Trials And Tribulations: The Perceive System. Since Apollo himself does not carry a magatama, he cannot see Psyche-Locks themselves. Instead, he has his own way of telling when a witness is lying. The Perceive System allows Apollo to observe the witness and make note of their nervous tics and whatnot, like a poker tell. When considering this is the replacement for the Magatama, it's not a bad idea, in actuality and it's one of the things that makes Apollo more unique to Phoenix Wright.

Overall, there's not many big changes to the series and with a few additions here and there, the series starts to move further away from the pure visual novel storytelling that made the first three games unique and it starts to really become a proper detective game. Not that there's anything wrong with that, mind you, but some of these additions were not all that well implemented, making it tough to really say they made the Ace Attorney series better. 8/10

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Visuals: We continue with stellar visuals and incredible colors in the Ace Attorney series. Apollo Justice has some finely detailed sprite-work with many of the characters and the environments are gorgeous as usual. Even better are the cutscenes in-between cases, rendered in sketch-like art with incredible effect. It's some of the nicest looking character sprites in the series and my favorite is probably Trucy, seen below. More of the same, but still incredible. 9/10

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Audio: Once again, more of the same from Capcom when it comes to good soundtracks for the Ace Attorney series. While not as great as the last three, there are still plenty of great tracks to have a listen to. I think "Cross Examination ~ Moderate 2007" "Trucy Wright ~ The Magic Girl" are the best in the game, but there are still plenty of other very good songs in here like, "Kitaki Family" and "Ema Skye ~ Scientific Detective". 8/10








TL/DR Thoughts: Apollo Justice is a good entry-point for newcomers of the series, it has some great storytelling throughout and you don't need prior knowledge of the series before hand to play it. However, it's frankly not as good as the original Trilogy, but is a fun romp in the world of Ace Attorney.

Final Grade: 8.5/10
 
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Zombies Ate My Neighbors
(Zombies)

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Original Console: Super Nintendo / SEGA Genesis

Original Release Date: July 19, 1993

Developer: LucasArts

Plot: Monsters have risen up and are terrorizing the neighborhood, thanks to local mad scientist Dr. Tongue. Having witnessed an attack by one of the monsters, teenage friends Zeke and Julie arm their water pistols and prepare to save the neighborhood. Along the way, they'll gain bazookas, soda cans, Popsicles, weed whackers and crosses to do battle with this cornucopia of death, including: giant ants, evil dolls, vampires, mummies, and yes, even zombies. 7/10

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Gameplay: Zombies Ate My Neighbors is a top down shoot em' up where you traverse the map and collect your neighbors before the monsters do. The game has some fantastic gameplay elements that are numerous throughout the game, but I'd like to think the biggest advantage this game has is cheap B-Horror charm. It is fucking awesome and in my top 10 favorite games of all time (#2 in fact)!

The first thing I should talk about is the main control system; they're actually fairly simple to learn, and I'll be going by the SNES control scheme (if you have the Genesis/ Mega Drive version, you've got the inferior one). The Y button uses weapons you have selected, and the X button uses items you have. B cycles through weapons, and A cycles through items. The L & R buttons open up a mini map that vaguely tells you where your neighborly fellows happen to be. The big complaint I hear people have with this control scheme is the fact you can't cycle backwards. I actually don't have a problem with this, since it's really a minor thing, but I do understand; you receive a huge satchel of weaponry, and cycling through them for a favored weapon type takes some time, but as long as you keep a level head, you'll deal with it and not get hurt in the process.

You can actually play a two player game, which is really a lot of fun. Unfortunately, there are a few too many problems to really recommend going for the long haul with it. For one thing, no split screen; that's right, you have to share the screen the entire game, but the maps give a lot of room for you to not have to worry about that. Secondly, you both would be getting so few items and ammo, since you do not share them, and for the long haul, that becomes a key problem after level 30, where resources become scarce very quickly, and enemies become much tougher. That doesn't mean multiplayer games can't be successful, just that they may not last until the very end.

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As for the enemies, there are so many monsters in this game from classic and some modern horror that it is really amazing. This game is an all out homage to horror and the B-movies we all know and love. Movies like Texas Chainsaw Massacre/ Friday the 13th, Child's Play, The Blob, Tremors, Them!, and even Honey, I Blew up the Kid (of all movies) are a part of the homage, with enemies reflecting that. Even their niches are present and accounted for. For example, a werewolf will die instantly if you throw silverware at it, the same happens for Creatures of the Black Lagoon. The most annoying enemies in this game has to be the spiders on many of the office levels; they're way too damn fast and can do a ton of damage if you don't kill 'em quick enough.

Your neighbors are most likely the most important thing in the game. Your objective is to save all of them, and failing to even rescue one in a level results in instant game over, regardless the lives you have. All of them are pretty colorful characters and are worth an assortment of points. You know that teach who keeps givin' you an F? He's worth 50 points. What a dick. There's usually 10 in a level you have to find, and as they die, there becomes less and less each level. Fortunately, since the game works with a point system, you'll be able to earn those victims back in due time.

The weapons and items are all really hilarious, as is the rest of the game (campy homage and all). Just a few of the items you get are medikits, Pandora's box, red & blue potions, and even decoy clowns! The biggest gamble for items happen to be the mystery potion; the various effects include healing, hurting, speed boost, and the dreaded Hyde Effect (turning evil and killing neighbors). Some of the weapons include Popsicles, footballs, tomatoes, fire extinguishers, and much much more.

There are a few key differences between the SEGA Genesis and the SNES version. If I can be brief, the key differences between the two are that the Genesis version has the radar locked on the screen at all times allowing ease of access, but also de-sizing the playable screen. Secondly is the control scheme, depending on if you are using a 3-Button or a 6-Button controller. There's also optional control schemes to choose from in the SEGA version, while you are locked into one scheme in the SNES version.

I could go all day on the gameplay, but simply put, running around killing the monsters and saving neighbors in castles, neighborhoods, beaches, caves, pyramids and the like is just too much fun. Great gameplay and wonderful tongue-in-cheek humor will allow hours of fun, and the difficulty scales perfectly. 8/10

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Visuals: Man oh man. The visuals in this game, whilst not perfect, are certainly great, even by SNES standards. Enemies are colorful and spooky, and the settings are gorgeous. You travel from regular places such as the neighborhood, offices, and shopping centers, all the way to pyramids, castles and even football fields (I also forgot to mention Hell itself)! The characters, and neighbors are nicely drawn and look really good. There's not much to say other than the Genesis and SNES versions have slight presentation differences, but despite its censored game over screen I'll still take the SNES version. I should also mention a small detail for you Europeans reading. The chainsaw maniacs in the game are changed to lumberjacks due to heavier censorship... I guess. So overall, these are cartoonish yet spooky visuals worth looking at if you're gonna be playing for 6 hours (like me). 9/10

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Audio: Even better than the visuals is the music! There are so many memorable tunes in this game. It's honestly one of my favorite soundtracks on the SNES just for its kick-ass tunes. Some of my favorite tunes have to be "Mars Needs Cheerleaders" or "No Assembly Required". I totally recommend giving the music a listen to. It's all perfect for your running and gunning experience. I should also mention the spooky monster sound effects in the game, which are also great. Evil Dolls laugh wildly, and Vampires give that gutteral laugh, and the death explosion is AMAZIIIING! Thank you Joe McDermott for this wonderful gift. Ironically, if one is playing the Genesis version, they'll have a much worse version but with an extra song, "Mushroom Men". I'm honestly not a fan of the Genesis version and it's highly recommended to get the SNES version as it's fidelity makes for a better experience. 9/10












TL/DR Thoughts: Zombies Ate My Neighbors is an extremely fun pick up and play kind of game, with multiplayer support and 54+ levels to cruise through, this is not the kind of game that one would expect to beat in one night unless you are absolutely prepared for it. The B-Horror and movie culture of the 1990's with that flair of LucasArts humor exudes charisma in this little gem. I'd call it one of the most underrated horror-themed games ever.

Final Grade: 8/10
 

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Mother
(Earthbound: Beginnings)

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Original Release Date:
July 27th, 1989

Original Console: Nintendo Famicom

Developer: APE/Nintendo

Plot: A dark shadow hangs over a small community in America. A young couple disappeared from their homes in the middle of the night. They were recently married, and their names were George and Ana. Two years, and as suddenly as he had disappeared, George returned. He never mentioned what happened while he was gone; nor did he ever mention what happened to Ana. Soon after returning, he began researching a dark subject in seclusion.

Eighty years passed since then, and a young boy by the name of Ninten fights with forces unseen as his house is ripped apart by the paranormal. His father calls the home and tells Ninten of the research his great-grandfather had been looking into, which was PSI. He then tells Ninten to go and explore the world, and discover the extent of his powers while rescuing the world from dark forces covering the planet Earth... 7/10


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Gameplay: Earthbound: Beginnings (known as Mother in Japan) is the seminal work of one Shigesato Itoi, a somewhat well known essayist, video game designer, and celebrity. He's known for such things and the Hobonichi Techo (a set of Japanese planners), as well as the Hobo Nikkan Itoi Shimbun ("Almost Daily Itoi News") website, furthermore, Itoi was also a guest on Iron Chef for many years, and voiced the father in My Neighbor Totoro in the Japanese version. To gamers, Shigesato Itoi is most known for Earthbound, the 1994 SNES masterpiece RPG (in addition to that, he also is credited with naming the Game Boy, Virtual Boy, and Nintendo 64 for Nintendo). However, before Earthbound, Itoi worked on another game before-hand.

That game would be the original Earthbound: Mother. Mother is a modern-setting RPG taking place in 1980's America. You play as Ninten and friends (Lloyd, Teddy, and Ana), setting out on their adventures into the world to stop madness from taking over Earth. Along the way, you discover powers never thought real, such as PSI Attacks and PSI Healing. You also discover that the world is being influenced by the evil of an alien being named Giegue (Gygas in Earthbound). So your mission is clear, you must gain enough strength to take on Giegue while also searching for eight hidden melodies that will reveal secrets from decades past.

With that out of the way, Mother differentiates rather well from other NES RPGs of the time as it's setting, gameplay, script, and enemy types are all incredibly unique for the time. While it suffers from horrible RPG baggage that many other games suffered from in the 1980's, such as random encounter syndrome, and multiple overwhelming enemies, Mother does well to try to mitigate that baggage by being a generally fun and lighthearted experience with moments of tenderness and compelling character development. The setting of a 1980's America is actually pretty refreshing to see, as most RPGs of the era took place in either the mystical past, or a technologically advanced future. The script also used modern cadence and felt like it truly did take place in modern times, while still allowing for the fantastical to be possible. Enemy types were also a clever choice, with some including a farmer, a hippie, and even a mother-trucking truck (pun intended).

The PSI system essentially works as spells from other RPGs and uses PP (known as mana in most other conventional RPGs). Ninten and Ana are most capable of using PSI attacks and healing, with a range of powers including: Fire, Freeze, Thunder, Beam, Healing, and Shield, among others. Regular attacks are dictated by the speed and strength of each character, as well as what equipment they have on them at the time, like most regular RPGs.

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Mother has an incredibly interesting and storied history regarding it's release. In 1989, the RPG had not truly taken off in the west the way it had in the mid to late 1990's (with the releases of Final Fantasy VI, Chrono Trigger, Secret of Mana, and Final Fantasy VII). While Dragon Warrior and Final Fantasy were marginally big hits, most other JRPGs didn't sell very well in that time period. Shigesato Itoi's Mother was a huge surprise hit in Japan, scoring a 31/40 from Weekly Famitsu's notoriously tough judges. Everything was primed for a release in the West in the Summer of 1991, but then a change in plans occurred. Nintendo went full steam ahead in their production of the Super Nintendo Entertainment System that was to be released later that year, and Mother's Western release was put on the back-burner. Eventually, Mother's release (which was to be named Earthbound, by the way) was suspended indefinitely... and that was it. Eventually, ROMs from the internet appeared of Mother's Western localization done by the same man who localized Final Fantasy I, Phil Sandhop. Sandhop has determined that the ROMs of "Earthbound Zero" were in fact his script and writing. It is also the same localized version that would officially be released by Nintendo at E3 on June 14, 2015; considered by many fans to be one step forward to the official release of Mother 3.

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Overall, Earthbound: Beginnings is a rather good RPG that has suffered from the sands of time, but still ages better than its contemporaries like Final Fantasy and Dragon Warrior (albeit not as well aged as Sweet Home). It's well worth your time and effort to play through it and see the blueprint of Earthbound itself. 7/10

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Visuals: Mother's visuals are striking in that they are genuinely good looking for an NES RPG, even today. The modern setting is a great idea and the places you go are interesting and completely different from one another. I think my favorite places are Magicant and Podunk. The enemy designs are great as well and look spectacular. 7/10

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Audio: The music of Mother is incredible, in all honesty. A lot of the music is uplifting, filled with major keys, and the battle themes are all dark, contemplating, foreboding, even. The opening theme "Mother Earth" is one of the best of all time for how emotional it is. Just take one listen to it and don't tell me you don't feel something from it. A lot of the sound effects are very good considering it's from an NES. 9/10







TL/DR Thoughts: Mother is one of the best RPGs on the NES by virtue of it's setting and comparison to contemporaries of the time. While it hasn't aged as well as say, Sweet Home, I'd still say it's worth playing to see the blueprint that Mother set for EarthBound. Definitely worth purchasing if you have the chance.

Final Rating: 7.5/10
 
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Sweet Home
(Suito Homu)

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Original Console: Nintendo Famicom

Original Release Date: December 15, 1989

Developer: Capcom

Plot: In 1959, an incident caused Ichirou Mamiya, a famed fresco artist, to hide many paintings he had created in his mansion. Mamiya later disappeared from public sight and was thought to have died. Thirty years later, an art restoration and documentary team of Kazuo (team director), Akiko (team medic and producer), Taro/Taguchi (team cameraman), Asuka (team restorer), and Emi (Kazuo's daughter), enter the presumably abandoned mansion to recover and reveal the frescos to the public. Immediately after entering the premises, a tremor shakes the house, causing debris to barricade and block the entrance to the mansion. A ghastly visage appears before them, the spirit of Mamiya Manor, Lady Mamiya. She chastises them for daring to enter her home and tells them that death awaits them in this place before disappearing. The group must now find an exit to the mansion and survive the tricks, traps, and monsters that lay abound in this place of residing evil. 9/10

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Gameplay: Sweet Home is a survival horror RPG game for the Nintendo Famicom, based off the movie of the same name, which was released on January 21, 1989. The game is produced by the director of the movie, Juzo Itami, and directed by Tokuro Fijuwara, most notable for his work in other Capcom games such as Bionic Commando, Ghosts & Goblins, Mega Man 2, Duck Tales, and of course the semi-remake of Sweet Home, Resident Evil. The game tested the limits of a concept that was rarely attempted at the time: a true attempt at a horror aesthetic with a serious subject as its narrative. The only notable exceptions of the time were games like SplatterHouse, which focused on grinding action, and Chiller, which lacked a major narrative in favor of arcade gallery shooting. While many historians make claim that Alone in The Dark, or Clock Tower were the first survival horror games, Sweet Home laid the groundwork for much of the genre before those games were even concepts.

The first mechanic introduced in Sweet Home is the unique items that each character holds throughout the entire game. They each have a specific purpose and are considered important to beating the game. Kazuo has a lighter, which is useful for burning down certain obstacles and damaging specific enemies. Akiko is the medic of the party, able to cure certain ailments the others and herself come across, but she cannot restore health. Taro has arguably the least useful special item, his camera, but it's almost required to unlock the story that unfolds through the various frescoes in the manor. Asuka has the vacuum, which is used to remove glass obstacles and clean certain frescoes. Emi has arguably the second most important item in the game, and that is the skeleton key, which unlocks many of the rooms in the mansion. There are replacement parts in case of worst case scenarios, such as the second mechanic introduced into Sweet Home.

The second mechanic introduced in Sweet Home is the worst case scenario, permanent death. You heard that right, there is no reviving a character once they die. If they are dead, they remain dead for the rest of the game. No hospitals, no Phoenix Downs, no way to bring back the dead. Not all is lost, as there is a surplus of tonics that heals your characters back to full health if you use them on the party; a good idea would be to gather together everybody into one place during a battle (another mechanic I'll talk about in a bit), and use a tonic to heal everybody. However, there are only a set amount of tonics, and once you run out of tonics, that's it. There are no shops, and like Resident Evil, items are scattered around the mansion to be collected, the same goes for weapons.

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The third mechanic introduced to Sweet Home is the party system, in which, of the five characters, at most only three can be in a specific party at one time. Usually, that means you have a team of 2 and a team of 3 characters in different areas of the mansion at one time, and there's different ways to customize your party. Do you want Kazuo and Akiko together, and place Emi, Taro, and Asuka together since most frescoes are hidden behind locked doors? Or do you put Kazuo, Akiko, and Emi together for story items, while Taro and Asuka work together finding frescoes? However, never have them too far apart, as status effects have different ways of striking a character, and sometimes Akiko being too far away is certain doom.

As an RPG, Sweet Home does in fact suffer from random battle syndrome, but unlike many contemporary RPG games, Sweet Home streamlines random battles for the benefit of the player. First off, you only ever face one enemy at a time, removing the need to worry about multiple enemies at once. Secondly, your characters always attack first, giving you a distinct advantage for setting the pace of the battle. A niche but well applied mechanic for battles is the ability to call for other characters to join the battle, in doing so, it pauses the battle and allows you to gain control of your other party for a brief period. You better be quick getting your party over to the others, as it's only a limited time before the fight's back on. You are also able to use items (an important part of the game), use pray points to deal damage or rescue a teammate from a monster's clutches, as well as run away from a fight should it prove too difficult. If your characters are low on health, using a tonic on hand will completely restore their health and pray points.

Sweet Home's weapon system is also an interesting concept, weapons have different stats that affect the attack ability of a character. There are two different types of attacks, physical and spiritual. Physical damage affects enemies such as bats, dolls, zombies, worms... anything really tangible in the game. Spiritual damage affects enemies such as wisps, ghosts, armor, and anything that is ghostly in appearance. Weapon types are knifes, clubs, axes (which Kazuo and Taro can only equip), spears, swords, and pitchforks, amongst other weapons. There are also sub-types of each weapon, ranging from lowly oak (in the case of knives, fruit), all the way up to shiny, which deals massive spiritual damage. The pitchfork is the strongest weapon in the game, and as a positive, there are two of them.

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(Look familiar?)

As a precursor to the original Resident Evil, Sweet Home has tropes that were borrowed heavily by the 1996 masterclass. Item pickups and inventory management being two of the most well known gimmicks borrowed from Sweet Home; puzzles and traps were also heavily borrowed by Resident Evil. A good example of a trap in Sweet Home is the dreaded sand pit trap; in which a character falls into a moving sand trap and it is up to another character to have a rope on hand to pull them up; failing to do so will lead to that character's death. Other traps are more simplistic in scope, but perhaps my favorite kind of trap is the wooden board trap. Several areas of the game are separated by ledges that require crossing, and using a wooden board makes it possible. Most of those wooden boards only work with five uses, however, and break easily. If you're character stands on a board when it breaks, they begin to fall to their death; simply switching to another character and using the "team" button rescues them from certain doom. You are given plenty of time to make the rescue, so Sweet Home isn't completely unfair.

Overall, Sweet Home developed concepts and tropes that many other games of the era never thought of, and mixed it in with its incredible narrative storytelling style to create an NES RPG experience that never feels like it overstays its welcome. The permanent death mechanic was something almost unheard of in RPGs at that point in time, and its horror aesthetic was truly only matched by SplatterHouse, which came out the year before. It's a truly one of a kind game that invented many tropes of the survival horror genre. Fitting for the grandfather of survival horror. 10/10

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Visuals: Sweet Home boasts one of the most visually striking designs of any NES game. Enemy designs are incredibly gruesome and creepy, character designs are simple, but iconic, and the mansion lay-out is absolutely fantastic as a back-tracky, intricate, complex maze of rooms. Perhaps my favorite monster design is the corpse/grave, which is a head and two hands coming out of the ground, constantly vomiting. The giant/maniac is also an amazing design, with pustules oozing slime from themselves. Some scenery is downright horrifying to see, in fact. It's the content of the story and the gore effects (aside from obvious legal issues), that kept this game from ever being allowed outside of Japan, which is a damn shame, because we in the West were robbed of a genuinely great game because of it. 10/10

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Audio: Sweet Home's music is the work of one Junko Tamiya, famous for her work on Bionic Commando as well as the arcade version of Strider; She pulls no punches creating an atmospheric and disorientating soundtrack meant to create complete unease and displeasure every time you walk the halls of the haunted manor. "Central Lobby" is my favorite song of the entire soundtrack, as from the first beat, it's entirely uneasy and forthcoming in the atmosphere it drips upon your auditory sense. Other great tracks include "Eastern Garden", "Upper Floor", "Battle Theme", and "Fresco Theme" which is the equivalent to the Resident Evil safe room themes. It's a great song that creates a safe, but sad feeling in the player. The sound design is great too, each attack has a sense of scope and it feels great to wail on enemies. Overall, an incredible sound design built not necessarily to be "good", but to play to the strengths of what the game is going for, and that's as good as you can ask in a game. 9/10









TL/DR Thoughts: Sweet Home is an utterly fantastic game by all accounts. One of the only NES RPGs worth really playing, and as one of the original survival horror games, it's incredible to see all the tropes that games like Clock Tower, Resident Evil, and Silent Hill would utilize later on to create the genre. Definitely worth adding to your collection if you're not against the reproduction cartridge scene, and I'd say it's far and away superior to Mother. I never have enough to say about Sweet Home, but this should finally settle down the urge to tell everyone about it, at least for a while.

Final Grade: 9.5/10
 

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Wow, that was worth the wait. I wasn't sure if it was gonna hold up in your eyes(not that I have an opinion either never actually attemptin' the game) but with all the advancements in survival horror games since then I thought maybe you would hold it to the NES limitations of the time... which you didn't at all and even in that regard it looks like all the mechanics have stood the test of time.

As a semi-precusor to the series that became Resident Evil this sounds like quite the damn delight overall. Knowin' my limited skills with gamin' those RPG tropes would probably wear me out personally seein' as most of the RPGs I've actually beat, I put them on easy just to enjoy the story and well they were all much more modern from KOTOR on. Completely different genre but that's my lackin' expertise on that.

All in all, fantastically written. Now... if I could only have just watched you live stream the game :side:
 
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Wow, that was worth the wait. I wasn't sure if it was gonna hold up in your eyes(not that I have an opinion either never actually attemptin' the game) but with all the advancements in survival horror games since then I thought maybe you would hold it to the NES limitations of the time... which you didn't at all and even in that regard it looks like all the mechanics have stood the test of time.

As a semi-precusor to the series that became Resident Evil this sounds like quite the damn delight overall. Knowin' my limited skills with gamin' those RPG tropes would probably wear me out personally seein' as most of the RPGs I've actually beat, I put them on easy just to enjoy the story and well they were all much more modern from KOTOR on. Completely different genre but that's my lackin' expertise on that.

All in all, fantastically written. Now... if I could only have just watched you live stream the game :side:

Well I did play the game on my YouTube channel. :heston
 

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Super CastleVania IV
(Akumajou Dracula)

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Original Console: Super Nintendo

Original Release Date: October 31, 1991

Developer: Konami

Plot: EVIL LURKS IN THE DARKNESS...

In the countryside of Transylvania, in the nation of Walachia, Dracula has come back to life. This is not an unusual occurrence, as he revives ever 100 years, when the forces of good wane and the dark cults gather. However, every time Dracula rises, he is stopped by the Belmont clan of vampire hunters.

It has been 100 years since the last Belmont, Christopher, has defeated Dracula. Now, it is Simon Belmont's time to stop the evil reign of the dark prince. Through extensive training, Simon has learned the secrets of his Vampire Killer whip, handed down from generation to generation of the Belmont clan.

Simon must traverse the countryside, getting rid of the evil of Dracula's curse upon the land. The people of Wallachia have placed their last hopes on the brave Belmont. Will he succeed, or will Dracula finally enact his plan to take over Europe, like he once planned in 1476? 9/10

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Gameplay: Returning to it's origins, Super CastleVania IV is a remake of the original CastleVania, and returns the series to the linear style of the first game. However, there are so many differences to outline, and just so little time! First change is that Simon got a hell of a lot better at his craft. He is now able to whip in eight directions, and holding down the attack button allows you to free-form swing the whip. With the reorientation of the whip comes new exploratory options and gadgets, such as using the whip to swing yourself from platform to platform. Yes, despite what a lot of people say, they really do make good use of the whip's new capabilities. There are all sorts of things you need to use your whip for. Whether it be swinging or dangling as a room spins completely, or leaping from rung to rung in a great chasm, to being lifted by a rotating chain. There's so much you need to do, and the game is designed with this new mechanic in mind.

There are also more levels, and more things to experiment with. You've got levels that are a straight run with tricks and traps, and you have levels that require a crud ton of platforming! There is so much variety in this game. All the levels have unique designs and get extremely challenging by the time you reach the end of the game. Seriously, the room before Dracula is possibly the hardest boss-rush you will ever encounter. That is just one thing that is completely better here too. The difficulty is no longer about memorization, it's all about skill now. No more cheap deaths. The only reason you die is because you mess up, plain and simple. Trust me though, you'll die... a lot. It just isn't CastleVania without lots of dying now is it?

The enemy design is more varied than before and it lends to the difficulty of the game with new layouts and extended stages, it's not a 1-to-1 remake of the first game, but rather a remake with SNES sensibilities in mind. As far as classic CastleVania games go (regarded as CastleVania to CastleVania: Bloodlines), this is perhaps the most polished and best version of the gameplay of a Classic-Vania game, and I for one agree with the sentiment. 10/10

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Visuals: For an early SNES title, it is one of the best looking games the console has to offer. There is not a single game, (Demon's Crest, Clock Tower, and Tales of Phantasia exempt) that can match the quality that Konami placed in this game. I mean, Simon looks just bad-ass, the monsters are beautifully rendered. There's Mode 7 at it's finest with the twisting backgrounds. The levels are designed magnificently, and above all else, it is simply pleasing to look at. CastleVania IV is a beautiful fucking game. 9/10

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Audio: CastleVania IV delivers in spades. It has perhaps the best soundtrack on the SNES thanks in part to it's incredible and catchy atmospheric music. It's one thing when you got a major theme everyone knows in your game. It's another thing to use the themes from the NES games, and remake them in a way that sounds original. The music makes you ready to take a whip and travel to Transylvania. Perhaps it's best to say CastleVania IV's music is a pure orgasm to the ear. Some of my favorite tracks in Super CastleVania IV include "Theme of Simon", "Forest of Monsters" "The Submerged City", and "The Clockwork Mansion". 10/10












TL/DR Thoughts: Super CastleVania IV stands the test of time as one of the must-buy titles for the SNES console. With refined gameplay, an incredible soundtrack, and still one of the best looking sprite-based games of the 90's, there's no reason not to whip on down to your local website and get a copy for your collection. It's in my opinion, the best classic CastleVania game of all time.

Final Grade: 9.5/10
 

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I could never get any fuckin' where in any Castlevania. Man, I am quite trash at games. This is a beautiful SNES game though at least I can say that.
 
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Hλlf-Life

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Original Console: Windows

Original Release Date: November 19, 1998

Developer: Valve Software

Plot: May 16, 200-, Black Mesa Research Facility in the New Mexico Desert is bustling with activity all throughout the large underground complex. Gordon Freeman arrives late for work, at 8:47 AM, for a test that was supposed to happen at 8:30. Making it to Sector C test labs, a conversation is overheard from a scientist and a security guard speaking of the entire computer system suffering problems not too long ago. Gordon ignores this and goes to the locker room, to equip his Mark IV Hazardous Environment Suit. When he arrives at Test Lab C-33/a, he is instructed to start the Anti-mass Spectrometer, and insert subject GG-3883, a large orange crystal. Upon inserting the crystal, everything goes awry, a hole between dimensions is ripped open and a Resonance Cascade is created. Gordon is teleported to the other dimension, known as "Xen" before blacking out. He awakes among the ruins of the test chamber, and must now find a way to escape Black Mesa, while now fighting the structural damages, the Xen creatures, the Hazardous Environment Combat Unit, Black Ops, and his own fellow employees. 9/10

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Gameplay: Half-Life is a 1998 First-Person Shooter developed by Valve Software and released by Sierra Entertainment. While Valve is famous now for their work on Steam, the biggest online gaming service in the world, Half-Life was their debut into the gaming business. Utilizing a modded Quake 2 engine built in 1997 by id software, the game revolutionized AI capabilities for enemies and allies in-game, as well as making revolutions in path scripting. It also boasts a revolution in control scheme. The movement is fluid, strong, but at times slippery (rightfully) when walking over water or ice. Your movement is controlled by the WASD keypad, and your direction, weapons, and shooting is controlled by the mouse. The E button opens doors, talks to characters, pulls switches, and presses buttons. Space bar jumps, Ctrl crouches, and F turns on and off your flashlight. Overall, the control scheme is simplistic, but easy to use and works in the favor of the player. It revolutionized how an FPS on PC plays, which is one of the biggest claims to fame for the game.

There are several types of weapons throughout the game to be found as well, the most iconic being the Crowbar! Each weapon is strong against one type of enemy, so choose wisely when going into battles. You can always hide behind a corner and peek out to shoot, but be wary of quick and chasing enemies, like most of them are. The weapons are your standard ones such as the Glock 17, SPAS_12, MP5 with M203 Grenade Launcher, .357 Magnum, and a Rocket Launcher, to rather... strange ones like the fishing crossbow, biological guns, flesh eating parasites, and two experimental weapons, the Tau Cannon, and the famous Gluon Gun.

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The enemies are quite varied, adding depth to the game's playability. The enemies can range from head-crabs to Vortigaunts that shoot electricity at you, to soldiers wielding machine guns and grenades. They all have their varying difficulties and each can give you a very tough time if short supplied. The major bosses are also really damn tough too, and give a great challenge, however, dying isn't too much of a penalty. In fact, if you die, you usually leave off where you were before you died or last saved, so no need to save so often, but it helps.

Overall, the innovations that Half-Life made to scripting, AI, and storytelling is still heavily borrowed from to this day when creating first-person shooters. Games such as Call of Duty, Wolfenstein, and even DOOM have been influenced by Half-Life in some form or another. It still plays incredibly well and fluidly in today's atmosphere, making perhaps one of the best aged games of the 1990's. 10/10

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Visuals: Playing it today, it still looks incredible; the sprites are nicely detailed enough to be forgivable and the designs of enemies are original even today. Level designs look realistic, and Black Mesa is one of the nicest looking facilities in all of gaming, it has that worn out look, as if it's been through many years of usage and wear and tear. Xen is still one of the most alien looking places in gaming history and has a very fleshy design, with a space-scape that's highly original. 10/10

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Audio: Dripping in atmosphere, Half-Life boasts an incredible sound design that's almost unmatched by many other games of the era. From computers and whirring technology, to completely alien and out of this world sound effects, everything has purpose, everything sounds realistic, and your guns are really fun to fire thanks to their powerful sound. The music in Half-Life only appears in certain occasions, but they are great too, with atmospheric themes that fit the scenario perfectly. Overall, everything about Half-Life's audio is great and has aged well as well. 9/10










Final Thoughts: Half-Life revolutionized the First-Person Shooter after Quake, DOOM, and Wolfenstein 3D had done it years earlier, and proved that a compelling narrative was possible for the genre. Half-Life would later spark a massive legacy for Valve Software as they later developed Left 4 Dead, Portal, Team Fortress 2, and Half-Life 2 (which many critics consider the greatest FPS of all time). It's a must-play for anyone interested in the evolution of the genre, and a must-buy for your collection.

Final Grade: 9.5/10
 

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I guess that means Half-Like 2 is gonna get a 10/10.
 

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Naw, they're both solid but Half-Life 2 for me was the best FPS shootin' experience I ever had... probably for the puzzles though that took me sometimes a couple hours to figure out, it just felt rewardin' gettin' through everythin'.
 

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CastleVania: Bloodlines
(CastleVania: The New Generation)
[Vampire Killer]


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Original Console: SEGA Genesis

Original Release Date: March 17, 1994

Developer: Konami

Plot: War has broken out all across Europe. It's 1917 and the Great War has ravaged most of the land, with all the chaos, death, and destruction, evil forces use this opportunity to attempt to revive the evil dark lord, Dracula, in order to wreak havoc throughout the world. However, John Morris, current wielder of the Belmont's Vampire Killer Whip, and close friend, Eric Lecarde, holder of the Alcarde Spear, stop at nothing to prevent the resurrection of evil, and to stop Elizabeth Bartley from resurrecting her uncle. 7/10

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Gameplay:
Being the basic successor to CastleVania IV, behind Rondo of Blood/Dracula X, you would have suspected that Bloodlines followed the same gameplay. Sadly, I must say, no game that followed IV would use the same style again. However, Bloodlines definitely has its quirks and differences to make it stand out as a worthy title all it's own. Our first difference is the addition of two playable characters, akin to CastleVania III/Akumajou Densetsu! John Morris (who happens to be the son of Quincy Morris from Bram Stoker's Dracula... that's not a joke, by the way) is your basic whip character, who unlike Simon in IV, can only whip 4 directions. Left, Right, and Diagonal (only when jumping), meaning he's a rather limited character. The plus side is that he has an extra upgrade to the whip which deals far more damage (lost after taking a hit). John, like Simon in IV, can also swing, however, it's usually from ceilings and platforms, instead of rings, however, the downside is that he cannot swing back, so time your jumps.

Eric Lecarde is a much different character. Eric has a spear that he can shoot both forward, and upwards while standing still. Plus, if you kneel for a few seconds, then jump when Eric blinks, he can do a super jump upwards, useful for jumping several platforms at once. So already, he seems like a better character, right? You would be right, however, I give the point to John for his whip upgrade and overall stats.

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The setting of Bloodlines is actually very unique. Instead of taking place in one remote area, Bloodlines takes place throughout all of Europe, from Dracula's Castle in Romania, to Greece, to Italy, to Germany, to France, and finally to England! The level designs for each level also makes them unique from one another in every sense of the word. Greece is that of rising water traps and ruins. Italy is that of the Leaning Tower of Pisa, and Germany is a munitions factory! Yes, each level was meticulously designed for the landscape and era in mind. Even France has Versailles in the level design for God's sake! How can you say no to that?

The boss fights are all actually fairly balanced. Each boss has a strength, and a weakness, and a certain spot to hit, and a precise pattern. The player has to discern each one, and beat the boss. The only boss that in my opinion is a bit of a bastard is Death. This time around, Death has freaking cards which make you fight the bosses ALL over again! Doesn't that sound fun, right!? No. I didn't think so.

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The game has everything in it to simply make it, "Another ClassicVania game" but it has enough uniqueness and the accolade of being the only Genesis/Mega Drive CastleVania game to make it different from its predecessors in the gameplay department. 9/10

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Visuals: Once again, CastleVania does its work and looks like a freakin' masterpiece compared to any other game on any other system of its time. Bloodlines uses bright colors and fanciful styles of level design to make very pretty to look at and... is that blood? Yeah, this is one of the very few CastleVania games to actually have blood! The visuals also nearly break the system for it's almost mind melting graphics, beautifully placed in every detail, enemy, and item in the game. 9/10

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Audio:
CastleVania, regardless of the game, will always have great music. Bloodlines delivers that Genesis sound and then some, breaking almost everything that had been done before it! Reincarnated Soul, and Iron Blue Intention are probably some of the best pulse-pounding tracks in the entire series, and almost comes close to contention in legend to Theme of Simon from CastleVania IV. Isn't that something! Even the sound effects break the effing system to shreds! Perhaps some of the best songs in the soundtrack include "Reincarnated Soul", 9/10












TL/DR Thoughts: CastleVania Bloodlines is like a younger brother to Super CastleVania IV, while not the original, it took a few of the ideas it had, added them in, and made a few edits to make themselves unique to the counterpart. It's definitely worth $10-$15 for a cartridge, and I think you'll have yourselves something to do for a few days! It's up there with the best of them, and it remains a very unique take on the CastleVania name!

Final Grade: 8.5/10
 

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Seeing a review on Half Life brought a tear to my eye. My older brother had moved back home at the time and I used to hang with him and watch him play the shit out of it. It was Christmas week, he was working part time and I was on Christmas vacation from school (I was in my teens at this time). He lost his friend's truck keys in the snow (we had a ton of snow that year) and finally found them when the snow melted in the spring haha. Anyway, I played some of it as he alternated at one point, but, I mostly watched him because he was obsessed with it.
 

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It was nice for Sega fans to get a fun Castlevania back in the day that can handle the challenge of the game. Never played it myself. You gonna play anythin' my speed for Genesis like Crystal Pony?
 
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