Game Reviews
WWE 2K16 review
WWE’s highly anticipated annual game, WWE 2K16 released today, and I’ve had an opportunity to play through this year’s edition. It’s refreshing to say that 2K and WWE didn’t eliminate much, if anything from last year’s title, something 2K15 couldn’t say. The additions, however, are noticeable. Although it isn’t without flaws, WWE 2K16 is a major leap forward for wrestling fans everywhere.
Before The Match
Right out of the gate, there were some unfortunate things that caught my attention. The audio on this game left plenty to be desired. In-ring commentary has never been good on a pro wrestling game, so that was no surprise. However, the ring announcing by Lillian Garcia was chopped up, and didn’t go together well as it should have been. That, coupled with the fact that the audience pops aren’t where they should be for entrances, it takes away from the experience before your character even gets in the ring.
Inside the ring
Once inside the ring, there were improvements and setbacks. I’m all for a simulation, based game, but the pace in which 2K has set for WWE 2K16 is incredibly slow, maybe the slowest of any pro wrestling game ever. I was glad to see that they seemed to increase the size of the ring, after reducing it last year.
Some of the movements are a little weird, and simple things like stomps can sometimes take too long, but an addition I really liked was that of the usage of the ropes. Wrestlers back one another into the ropes out of headlocks, lock ups, and things of that nature. You can choose whether or not you want to make a clean break, as well. Also, characters pull their opponents back towards the ropes before using an Irish whip, which was something I never knew I’d wanted in a game until WWE 2K16.
The referees are slow in this game. Really, really slow. Frustratingly slow. It sometimes takes three seconds for the ref to get on the ground to make the three count. It’s also pretty hard upon first play, for me at least, but I don’t consider that a negative in any way, shape or form, even though it did take me five tries to beat Sami Zayn with Seth Rollins, and he kicked out of three Pedigrees. I digress. The reversal system is a welcome change, as you now have a set number of reversals (you can earn more), and matches aren’t just an endless chain of reversal, reversal, reversal. There are also small things, like characters remaining in a seated position to sell after a kickout that really helps and adds a realistic nature to the game. Top rope moves also land with more fluidity than past incarnations.
The roster speaks for itself, the largest ever. This was something that had to be done after 2K peeved a lot of fans last year with the lackluster roster. Still, the exclusion of Bayley, Charlotte, Sasha Banks and Becky Lynch is inexcusable. Regardless of the weak reasons 2K offered fans for this, they have tons of NXT talent in the game. Fortunately there are 100 created wrestler slots, so I’m sure someone will make spot-on versions of these women to download.
I’m a big fan of having as many moves as possible in a video game (Fire Pro Wrestling Returns, y’all), and WWE 2K16 did an excellent job of adding that. Although moves like the piledriver have been banned from WWE TV, they remain in the games, and the Curb Stomp got the same treatment, which was nice. Many of the missing match types from last year have returned as well, giving the game a much more complete feel.
Customization and Career
Customization is a really cool part of WWE 2K16. If you want to throw a mask on Sami Zayn and make him relive his indy days, go for it. If you’d like to create your own supershow, have at it. Create-a-title is also back in the game, as well as create-a-diva. Create-a-finisher has not returned, but that mode had so many issues with it, there probably wasn’t much worth saving. You can also build your own arenas that compliment your custom shows, and use logos that fit them. The creation suite is worth checking this game out in itself.
The Steve Austin mode is fun. I won’t spoil anything, but you play through the story of Stone Cold Steve Austin all the way from his WCW days right up until today. Nothing has matched WWE Smackdown: Here Comes The Pain’s story mode (which had infinite flexibility due to it being text based, without commentary holding it back), but this is a pretty cool mode and worth playing through.
WWE Universe mode doesn’t look like it’s going anywhere, and a not a whole lot has changed with it. Fans have clamored for the return of GM mode, as well as the aforementioned Here Comes The Pain career mode, but it appears that WWE Universe mode will have to do for now. There’s nothing wrong with it, it just turns into an endless cycle fairly quickly.
My Career mode is a giant improvement, but that isn’t saying a lot, as last year’s edition (and the game as a whole) was one of the worst ever put forth by WWE. This year, you won’t work and work and work, only to have your game abruptly ended after reaching your goal. There’s plenty of improvements to be made, but it’s a way better experience this year.
One of the most infuriating things about WWE 2K16 is microtransactions. After you pay 63 bucks for the game, 2K asks you to spend upwards of 30 dollars more for additional characters, moves, features and things of the like. That’s just the way things are these days, but $100 for a complete game is a little too much to ask.
Closing Thoughts
All in all, there were significant improvements and fixes to this game. Last year’s edition was an all-time bad pro wrestling game, and WWE 2K16 is more than solid choice. I enjoy the realism of the game, but sometimes the gameplay gets too slow due to selling, which may end up being a good thing, since you can’t spam German Suplexes anymore. I’d recommend this purchase, even if you were jaded by last year’s terrible output.
Graphics- 8.5
Replayability- 7.5
Audio- 7
In-Ring- 8.5
Online- 8.5
OVERALL- 8/10
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METAL GEAR SOLID V: THE PHANTOM PAIN REVIEW
After spending fourteen days straight with Metal Gear Solid V: The Phantom Pain, I can safely say it’s Hideo Kojima’s magnum opus. It’s quite simply the best game he’s ever done, plus the amount of freedom given to you throughout its entirety is absurd. If you’re a die hard fan of Metal Gear and are up to date with its timeline, Phantom Pain takes place during 1984 after the events of Metal Gear Solid V:Ground Zeroes (1975) and before the first Metal Gear (1995) on MSX. It has been 9 years since the tragic events in Ground Zeroes and Snake is a little worse for wear, having just woken up from his coma that nearly spanned a decade.
After a prologue that sets up the rest of the game Snake is rescued by his comrade and friend, Revolver Ocelot, before continuing his war path for vengeance and freeing his former partner Kazuhira Miller from the clutches of Soviet forces in Afghanistan. I’m not going to spoil the story or talk about the plot points (I agree with Kojima Productions’ wish to keep it a surprise), but I will say that there are twists and turns, and it ranks as one of the best tales in the series yet.
There’s no doubt that this is the largest and most accessible Metal Gear to date, full to the brim with content. But it’s not just a case of quantity over quality, every inch of the game is meticulously detailed, and has a vast amount of replay ability. It’s also incredibly fun, which always helps! The tone is vastly different to any other MGS game, as there are no more overly-long cut scenes and most of the detailed narration is dealt through cassette tapes, which you can listen to at your own pleasure. If you’ve played Ground Zeroes and think you know what to expect, I suggest you put that taster behind you and get ready to embark on a journey with no half-measures.
Unlike the confined spaces found during other entries in the series, MGS V consists of two enormous maps, Afghanistan and Africa, each of which house a plethora of side-ops and main missions; enabling you to explore and complete objectives in a dynamic and natural way. Each mission is structured like an episode from a TV show, operating in bite-sized chunks like if you were watching hit TV shows such as Breaking Bad and Sons Of Anarchy. Even if you’re in the middle of a mission that leads into the next with a tense cut scene, a small “to be continued” caption will appear, sending you back to your base of operations to prepare. It was a bit awkward for me, because 5 seconds later I’d simply continue, but if people need a break and want to gear up/upgrade sufficiently, it’s actually a very smart move.
Characters that will appear in this game:
Big Boss/Punished “Venom” Snake
Kazuhira Miller
Ocelot
Quiet
Skullface
Eli
Tretij Rebenok
Code Talker
Huey Emmerich
“Man on Fire”
There are more Characters and Groups that are in the game but I will not spoil the rest.
The variety of missions at hand will see you take out specific targets, gather Intel and garner more help. Funnily enough there isn’t a difficulty mode present, despite other titles encompassing tons of different options. Though I did find the gameplay pretty tough at certain points, it only made me want to upgrade further and try a different approach. Some people might get tired of a handful of repetitive missions, but I always had fun replaying them with a different tactic in mind. Being able to choose whether I operated during the night or day gave me a lot of flexibility, since enemy locations would alter depending on the time I chose.
Before setting off to fight it’s vital that you prep accordingly. Your Air Command Centre (ACC), gives you full control over all your upgrades and missions, tasking you to select which one you’d like to conduct first. As previously seen in Peace Walker, managing your Mother Base remains an integral part in Phantom Pain, allowing you to recruit staff and utilize resources for upgrades.
Acquiring items from the battlefield such as biological material and fuel canisters is incredibly important. These will allow you to develop extra platforms designed to boost your stats, including combat, R&D, support and medical. If you choose to focus on leveling up your R&D level and get the best Fulton, for example, you’ll then be able to extract entire containers of resources at a much earlier stage; reaping rewards much quicker and progressing more comfortably. You’ll also be able to extract vehicles as well, such as tanks or cars to take on missions.
Staff management is also key, and you can automatically or manually assign your comrades to the best departments. Despite being able to systematically place staff in their most skilled department, I decided to fully focus on R&D first, which let me take advantage of more advanced upgrades a lot sooner. It’s not always the best option, but just like any part of MGS V, it’s up to you to decide on how to proceed. Furthermore, you can send staff on their own missions to obtain more resources or extra recruits. Whilst I did get into the habit of sourcing soldiers with higher skill ratings (via upgrading my scope), I often attempted to extract anyone and everyone, in order to beef up my units and unlock upgrades at a quicker pace.
No matter what you try and accomplish, having the support of your army is always the heart of your experience. For instance, buddies can join you and aid your quest for vengeance in a multitude of ways. Bringing in a horse or bi-pedal Walker will allow you to traverse the environment more quickly – along with the other vehicles you’ve acquired as well. A dog can help distract your enemies or make you aware of their presence, and your comrade Quiet (who you can choose to kill or recruit) will aid you in combat, scout out maps and coordinate while dispatching enemies. Each aspect of a buddy’s armor and equipment can also be upgraded, such as changing Quiet’s cleavage with a little gold or silver paint. Lovely.
Your ACC can be used for mission briefs or organizing your army, but it also provides some vital support. As well as taking you in and out of missions, once on the ground you can also strategically place air strikes or smoke for cover, which can often be the life line you need in the midst of a firefight. There’s simply so much available to the player, no one will have the same experience. I constantly tested different ways to enter a mission, often resorting to complete stealth and learning from my many mistakes along the way.
After initially hearing about the absence of the veteran voice actor David Hayter in this game, it took me a while to move past the change in vocal chords. However, much like the constant change of actors playing Bond, I embraced the change and am now more than happy with Kiefer Sutherland’s portrayal. I have been an fan of him since the 24 TV show so I am used to hearing his voice and delivery of dialog. In fact, I believe Sutherland sounded more like an soldier than Hayter ever did. Exploring the beautiful vistas of Afghanistan is amazing, and the added jungle as you progress to Africa enhances the experience. The persistent image of a dusty wasteland is sometimes hard to muster. Having said that, the rest of the game’s extremely high quality means it doesn’t bother me. Now, where’s that remake of MGS 1 in Fox Engine?
With Kojima Productions’ impressive Fox Engine powering the entire experience, everything looks suitably crisp and clean, packaging in a tone of detail. Despite this being released on older hardware as well, I’m impressed with the core experience and I don’t think it has been hindered on more powerful consoles as a result. Then again, the fact that its design and graphical fidelity has had to cater to equipment with less power, it does make me wonder what could have been should Phantom Pain have released exclusively to PS4 and Xbox One, and not their older siblings.
To me, Robin Atkin Downes as Kaz Miller was more enjoyable in this game than he was in Peace Walker and Ground Zeroes. His anger really shows during the cut scenes. I would be mad at the world if I lost my leg and arm so I understand why. Troy Baker as Ocelot to me, was his best voice acting in any video game since Snow from Final Fantasy XIII. And James Horan as Skullface not only delivered an great and believable performance as an villain, but also made the player wanted to take him down for good. I can call him the Joker of the Metal Gear series since his and Big Boss’ upbringings kind of parallel each other.
Conclusion
Phantom Pain presents the most flexible gameplay in the series to date, and fills in unseen moments from the Metal Gear saga with style. I strongly suggest you pick this up and experiment with your own strategies, as you’re presented with endless possibilities. Grab your cardboard box, the world needs saving!
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OUTFIT7 LIMITED BLASTS OFF WITH “MARS POP”
OUTFIT7 LIMITED BLASTS OFF WITH “MARS POP”
THE FIRST REAL-TIME, MULTIPLAYER BUBBLE SHOOTER GAME
New App from Talking Tom and Friends Creators
Features Colorful, Fun and Explosive Gameplay For Players Of All Ages
July 23, 2015 — LOS ANGELES — Outfit7 Limited, the global family entertainment company behind the successful Talking Tom and Friends franchise, today launchedMars Pop the first bubble shooter game that offers true real-time, multiplayer competition for casual gamers of all ages. Whether it’s a friend down the block, an old college roommate, or an unknown player across the globe, Mars Pop pairs individuals of similar skill levels to compete live in a thrilling competition to explode bubbles faster than their opponent. Mars Pop is easy for beginners, challenging for pros, and engaging for everyone in between.
Whimsical and fun, Mars Pop is a reimagined, futuristic take on the classic bubble shooter game. It matches players instantly, gives them identical starting screens and sequences of bubbles, and enables them to view their opponent’s screen as they battle for bubble shootout glory. Users can compete anonymously against players around the world with no sign-in required, or connect via Facebook to find and invite friends to play, even if they’re offline. Players can also compete in global tournaments to up their bubble supremacy and earn rewards, and can even see how they rank on leaderboards against their friends and other players.
The game takes place in the year 2124 in NeoMars, a modern, visionary city on Mars where lead characters Jet and Eve live. On Mars, every martian has their own NeoBot: an inseparable advisor, friend and protector; capable of nearly everything and linked to their own DNA. Players can choose between the adventurous Jet or fearless Eve characters and, together with their NeoBots, challenge their friends and opponents from all around the world in epic bubble shootouts.
NeoMars is filled with wonders, adventure and fun, and offers its inhabitants new experiences that could never be possible on Earth. Mars Pop app is one of many product launches planned for the wider NeoMars brand, which will include animated content and merchandise in the future, and will offer the whole family fun-filled, action-packed entertainment.
“Set in a world bursting with color, Mars Pop combines the riveting, edge-of-your-seat aspect of real-time competition in an imaginative and fun setting,” said Samo Login, CEO of Outfit7. “It won’t take newbies, casual or experienced gamers of all ages long to figure out that they’re not just racing the clock, but a live opponent.”
Mars Pop is Outfit7’s first product introduction outside of its highly successful Talking Tom and Friends franchise, which boasts over 2.8 billion downloads and 250 million active users per month. Outfit7 is a next generation entertainment company. Through innovative technologies it has grown from an app developer with a suite of award-winning and globally popular free apps, to a fully-fledged transmedia powerhouse with a CGI animated series on YouTube and the YouTube Kids app, webisodes, music, global merchandise and themed retail experiences.
Mars Pop is cross-platform, available for free on iOS, Android and Windows. For more information, please head to the Mars Pop website: www.mars-pop.com or view the gameplay video.
Video Game Review: Final Fantasy Type-0 HD
While most RPG gamers are waiting for the upcoming Final Fantasy XV video game, Square-Enix released a different FF game to the tune of Final Fantasy Type-0 HD. A gussied-up version of a 2011 PSP game by the same name, Type-0 HD brings the presentation of the portable original to a high definition standard so that PlayStation 4 and Xbox One owners can experience the game on their HDTVs.
The game is part of Square-Enix’s Fabula Nova Crystallis Final Fantasy sub-series and revolves around Class Zero, an elite class of recent recruits who, in addition to wielding a variety of weapons, have access to incredible magics and abilities. Every member of the class are made unique, though only a few are actually memorable by any degree. Those worth making note of include starting character Ace who attacks using a deck of enchanted cards and childhood friends Machina and Rem who take up the role of the group’s outsiders. Beyond those three, everyone else in the group fall into the trappings of your typical schoolyard archetypes including the brainiac, the tough guy, and the class clown.
Each member of the class has his or her own unique weapon. Unlike with most Final Fantasygames, however, these weapons can’t be swapped out for others or used by other characters. Rather, each character uses the same weapon all the game through. They can be upgraded as the game goes on, thankfully, so at least there’s that.
Parties are comprised of three active characters with the player controlling one in specific while the other two are A.I. controlled. The user-controlled character can be hot-swapped at the press of a button with either of the other two, which adds a bit of flexibility to the active (that is, non turn-based) gameplay. Furthermore, other characters can be put into reserve and swapped out completely at the game’s various save points. Even with all of the versatility provided to the player thanks to the large cast of playable characters, though, there are often times when it seems like the combination of active characters simply isn’t quite right for the situation at hand.
The game flows in a very structured and deliberate manner. Players are given a set of missions that tend to involve running through the game’s maps (which, by the way, tend to be comprised of a number of disappointingly small areas linked together), combating the occasional over-powered boss character, and helping the overall war effort as established in the game’s rather enthralling opening sequence.
As should be expected from a JRPG, Type-0 HD offers a good amount of side content outside of the main mission set. They way this side content is set up, however, is a tad disappointing. Accessible only during the class’ periods of “free time”, missions can be undertaken one at a time and provide players with items upon completion. While early on this seems just fine, as players progress into later parts of the game and one’s free time gets more valuable they prove to be irrelevant distractions at best.
Visually, it’s pretty easy to tell that this game wasn’t made natively for the current generation consoles. Still, as a prettied-up port the overall presentation is pretty good. Cut scenes are, in a word, amazing. Gameplay visuals, however, are a bit lacking. While the graphics themselves aren’t half bad, there are camera issues that really get in the way of things. These issues range from providing players with poor views of the action to jittering in confined spaces.
Thankfully, many of Type-0 HD‘s visual shortcomings can be overlooked thanks to the intriguing story that’s quite a bit darker and more mature than that of your average Final Fantasy game. Core gameplay isn’t ideal thanks to some control gripes dealing with enemy targeting, but it can carry its own. There is also quite a lot of content and players can expect to experience hours upon hours worth of gameplay, which is somewhat surprising considering the game was originally released for a handheld system.
For JRPG and Final Fantasy fans, Final Fantasy Type-0 HD is well worth playing. For those who want to hold off until FFXVeventually comes out, please take note than Type-0 HD comes bundled with a playable demo of the upcoming game.
final rating- 8.4/10
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Video Game Reviews: WWE 2K15
With the last gen versions of WWE 2K15 (Playstation 3/Xbox 360) getting a universal negative reception, can the current gen versions (PS4/Xbox One) deliver the hype? I am Julian Cannon and I am reviewing the Playstation 4 version of WWE 2K15.
This game looks more close to real life than ever this time. From the camera angles to the lighting and the arenas along with the detailed look on the superstars and divas, this is the best looking WWE game to date. Most of the superstars and divas had their entire body scanned for the game. The ring was even scanned so it can look exactly like it is on TV. Everything may look a little smaller than the previous games but it will grow on you in time.
The roster is actually a huge let down. Compare the roster on last year’s WWE 2K14 to this game and you will notice that last year’s game had the better roster. It is good to see the addition of new NXT superstars such as Sami Zayn, Adrian Nevelle, Bo Dallas, Rusev and more, the rest of the roster is the weakest since Smackdown vs. Raw 2008. Many of the superstars are very outdated with their attires and music. Most notably, Dean Ambrose and Seth Rollins have their shield attire and music. However there are a few legends in the roster such as Booker T, Rob Van Dam, Kevin Nash, Ultimate Warrior and some good ones including The Wyatt Family, The Usos, Xavier Woods, Big E and more but some of the superstars in the game are exact copies of themselves (for example, current Batista and retro Batista should be just one character with a costume change instead of two separate characters).
The gameplay has changed drastically for this year’s game. A new chain wrestling mini-game has been implemented to make matches play out more realistically. Pressing the grapple button at the beginning of the match will initiate a collar-and-elbow tie up. From there, each opponent will press one of three face buttons to place their opponent into a side headlock, a wrist lock or a waist lock with a rock-paper-scissors style outcome. (Headlock beats Wrist lock, Wrist lock beats Waist lock, Waist lock beats Headlock.) Whomever wins will place their opponent in the corresponding hold while both players rotate the right analog stick to find a “sweet spot”. If the attacker finds it first, they’ll perform a move, if the defender finds it first, they’ll gain the upper hand. Additionally, the attacking wrestler can strike or wrench the opponent’s limb, making it harder for them to find the sweet spot. This mini-game only happens 2-3 times during the match and can be turned off via the options menu. Strikes have returned to their normal speed with improved collision and selling animations from the opponent. Unlike in previous games, superstars will not stand up immediately after taking a bump or slam, the player must rotate the right analog stick in order to stand up.
The stamina system returns in this game but it has changed as well. It is a three-tier stamina meter which controls the pace of a match. Each move that is performed, especially striking and running, will drain the stamina meter. During the first tier, the wrestler will be full of energy and perform moves easily. During the second tier, the wrestler will begin to slow down. In the third tier, the wrestler will be completely exhausted, even being unable to perform their finishing moves should it drop too low. Although the stamina meter cannot be turned off, stamina will slowly regenerate as long as a meter is not depleted and can be adjusted to drain more slowly. The game’s submission system has been revamped. The “Breaking Point” submission system has been replaced with a two part circular gauge. The mechanic of the system remains mostly the same, but players only have to mash a single button rather than all four.
Wake-up taunt finishers are now known as “Charged Finishers” which combines the taunt & finisher into a single animation by pressing the finisher button when the opponent is grounded. Signature moves can now be stored as well. Catch and Catapult finishers have also returned. Both fighting styles and skill sets have been brought in to ensure that the characters behave more like their real-life counterparts. For example, high flyers like Rey Mysterio will not do power moves and will focus on diving and springboard moves while giants like Big Show cannot climb the turnbuckle and will focus on power moves. Superstars who cannot climb to the top rope can climb to the second rope and deliver moves such as Bret Hart’s elbow drop or Big Show’s slingshot body splash. The gameplay changes take some time to get used to so you will have to play around with it for a few times but if you do not like the new controls, you can revert to the controls from last year’s game.
The 2K Showcase focuses on two rivalries. One of them focuses on the Triple H and Shawn Michaels feud which began in SummerSlam 2002 and ended in Bad Blood 2004 and the other is the CM Punk and John Cena feud that began in the summer of 2011 and ended in February 2013. I personally liked the HHH/HBK feud more than Punk/Cena but there should have been more feuds added to this mode such as Rock/Austin, Hulk Hogan/Randy Savage, Bret Hart/Kevin Nash and more that can fill up this mode but choosing only two out of many raises more questions than answers. The way you play these feuds is the same dragging style that was featured since WWE 13. Fight until a certain part of the body changes to red, do objectives, cutscene and repeat. I felt that this style of cut and paste should have not happened in this game. Two games to have this style is enough, three is overdoing it.
The MyCareer mode is the best mode in the entire game period. You take your created superstar and you build his career (cannot create divas on this version of the game). You start all the way at the bottom in the performance center, then to NXT. After you reach the ranks there, you will then head on to Raw and Smackdown and eventually to main event WrestleMania and become a WWE Hall of Famer. During this mode, whatever you do, outcomes in the experience such as wrestling as a Babyface or heel, forming alliances, and etc. there is a never ending cycle to this so it can get repetitive down the line. Also, There is a 1-5 star match rating system that will rate matches based on technique, pacing and momentum, with squash matches getting lower ratings and back-and-forth matches getting higher ratings.
There is new feature that allows you to import images from your computer to the game for created wrestlers but I couldn’t access this feature at the time I was reviewing this game due to the servers not being open yet. Also, returning from WWF No Mercy a very long time ago, every superstar and diva in this game is editable. You can change their entire look but you cannot change their hairstyles. The biggest blunder is that you can only create 25 superstars.
This is the point where it gets very disappointing. Players can no longer create divas, arenas, championships, finishers, use custom soundtracks (although an update to next gen consoles will fix this soon), and the only preset custom entrance for custom superstars is the one where the superstar is carrying the phone.
There are also many and I mean MANY matches removed on the current gen consoles
1 vs 1:
– Inferno
– Ladder
– I Quit
– 2 out of 3 Falls
– Special Referee (yet is in the showcase mode)
– Casket (yet is in the Showcase mode)
– 3 stages of hell (Yet is in the showcase mode)
– Backstage Brawl
2 vs 2:
– Tornado Tag
– Extreme Rules
– Hell in a Cell
– Ladder
– Steel Cage
– Table
– TLC
– Elimination Tornado
– Elimination Table
– Mixed
– Backstage Brawl
Triple Threat:
– Falls Count Anywhere
– 2 out of 3 Falls
– No DQ
– Ladder
– Steel Cage
– TLC
– Backstage Brawl
Fatal 4 Way/4-Man:
– Battle Royal
– Hell in a Cell
– Ladder
– Steel Cage
– Table
– TLC
– Falls Count Anywhere
– 2 out of 3 Falls
– No DQ
– Backstage Brawl
6-Man:
– Elimination Chamber Tag
– Championship Scramble (Was removed in 2k14, but notable still)
Handicap Matches:
– All handicap matches
Final thoughts: if you want this game, the only good things are the MyCareer mode and the new gameplay features. You cannot hype a game this much for 6 months and then give us a half-assed game with missing features. 2K showcase is just a copy and paste of 30 years of WrestleMania from last year’s game and the Attitude era mode from WWE 13. I cannot find a reason why to spend $60 plus tax on a game that presents only half of what last year’s game had. If they kept all of those features in, this would have beat out last year’s game. I know this year’s game engine is built from ground up but that is no excuse to remove many features especially for the ones in the create suite community. The decision to take away the ability of creating divas is a slap in the face to every women who plays WWE games. Although you can create divas on the last gen version, that is not the point. My conclusion is that everyone should wait for next year’s game instead or keep 2K14 until next year. This game gets a final rating of 5.5/10
Video game reviews: Super Smash Bros. For 3DS
Finally, after 6 long years, A new Smash Bros game is here (for the Nintendo 3DS of course). Does this game live up to the hype? Well let’s see as I review Super Smash Bros. for 3DS.
With 49 characters to choose from, this game has the largest roster to date. With newcomers such as Megaman, Pac-Man, Roslina, Dark Pit, Duckhunt, Bowser JR. And more along with returning characters featuring Mario, fox, Pikachu, Samus and Link and more, this gives you a variety of characters to choose from with many fighting styles they possess.
First, I would like to talk about the graphics and presentation. Although it is highly recommended to play this on the 3DS XL, I have it for the normal 3DS and the only difference is that you can see what is going on more better when you play and everything else is slightly bigger than the normal 3DS. The graphics are actually great and it looks better in 3D. Super Smash Bros. Brawl had the realistic approach but this game’s approach is colorful and a bit cartoonish but that is not a bad thing at all as I think this game looks better than Brawl. The game also runs at 60 FPS (frames per second) and the speed of this game is much faster than Brawl but not as fast as Melee.
The gameplay on the handheld feels as if you are playing on a normal console but everyone’s perspective will be different or the same as mines depending on how they play. The commands are responsive but however, the functions for the circle control pad can take work but try to not overuse it or else it will break. A few gameplay changes from Brawl include removing the “random tripping” mechanic. Many players were turned away when that was included in Brawl so good thing that was taken out. The grabbing of ledges has been changed to prevent edge hogging. What this means is for example, If player 1 Is hanging on the edge for their life before they are knocked off, player 2 would try to hang on the edge but the player cannot because player 1 is already there and would stay there. This has been fixed so when this happens, the players would be bounced off in favor for the other player. The swimming feature from Brawl is also removed and the neutral attacks that previously ended in an indefinite number of weak hits will now always transition into a finishing move. I always had a problem with players spamming neutral attacks like that since Super Smash Bros. Melee so I was glad that was fixed.
One thing I almost forgot to mention is that larger characters such as Bowser, King Dededee, Donkey Kong and more actually look their size compared to past games.
There are 34 stages in the game in their normal form and their final destination form. A few of the stages feature a boss character that you would have to defeat or a character that can assist you. My only problem with the stages is that they brought back too much stages from both Melee and Brawl. Two stages to be brought back would have been find but 9 is way too much.
Now there are a lot of modes in this game to keep you busy for a long time. Those are, Classic Mode, a mode Smash Bros. Veterans know but it changed a bit. Now you can choose your path on which opponent you would like to face and there is a slot reel for rewards for you to choose before a match begins. Other modes include All Star Mode, Multi-Man Smash, Target Blast, Trophy Rust and the Home Run Contest. All of these modes you can win trophies, coins and custom parts in which I will get to. The most disappointing mode of the entire game is the Smash Run. You spend 5 minutes on this mode with 3 other players or CPU collecting power ups on the map by defeating enemies and when the time runs out, the final battle begins in either a match or an event to race to the finish. How would you like to collect power ups for strength and defense to then realize that the finial event (if it is an race to the finish), one player is very faster than everyone else and that is unfair. If the final battle is a match, you will not know if it is a team match or a different rule until it happens.
The customization is new to the series. You can create up to 8 characters using the Mii and their styles you can choose from are gunner, brawler and sword fighter. They all can be customized by appearance and move set and stats. All of the normal characters can be customized too by changing their stats and their special moves. This is great and you can create many possibilities with this. Unlocking the moves and stay power ups take time but it is totally worth it.
My final take on this game is that it is great for everyone to play. Although the smash run is an upset, it is still good for casual playing other than just VS. Matches. The soundtrack to this game was great too and this game fixed a lot of the issues that was in Brawl. The Wii-U version comes out later this year but this is totally worth spending your money on and at least everyone gets their own screen.
Gameplay – 4.5/5
Music- 5/5
Replay value- 5/5
Presentation and graphics- 4.5/5
Final score – 9.5/10
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Video game reviews: Destiny
What a disappointment. Destiny isn’t a bad game, per say, but it doesn’t come anywhere close to living up to its original promise. At its core, Destiny is what Bungie likes to call a “shared world shooter.” It has the controls and mechanics of a first person shooter, the progression system and sandbox open worlds of a role playing game, and the online connectivity of an MMO. To set Destiny apart from the competition, Bungie promised that it would feature a sprawling, dynamic, and ever-evolving galaxy with a rich story that could make the game last as long as a decade. What I got instead was a largely formulaic game that I don’t foresee playing for more than a week or two.
One of Destiny’s biggest missteps is its story missions, which I expected to be the highlight of the game considering Bungie’s track record with the Halo series. Despite its rich lore, the story itself is extremely lackluster; unfinished even. By the end of the main campaign, I found myself just as confused about vague entities like The Darkness and The Traveler as I was when I first booted up the game, and I never quite got the sensation that a chapter of a long running series had come to a close. Instead, it felt more like someone had torn off the second half of an already incomprehensible and boring book. Like a season of Lost, Destiny answers few of the questions surrounding its world’s mystery, but at least Lost presented its story in a compelling way. Rather than taking advantage of the interactive medium that is video games to draw players into the world to make them feel like they are experiencing events unfold, the game takes to exposition through Peter Dinklage’s boring narrations as the Ghost (the player’s miniature levitating artificial intelligence robot companion) to tell its story. Playing through Destiny’s main campaign was essentially like playing through a sophisticated audio book – one with little to no character or plot development.
Even more monotonous than Destiny’s story was the mission structure, which remains exactly the same for every mission from beginning to end. Missions essentially bog down to going from point A to point B, deploying the Ghost to scan or hack an alien technology, and then either going from point B to point C and deploying the Ghost again, or, usually in the final stages of a mission, fighting off a horde of enemies while the Ghost hacks into whatever system it was deployed to. That’s about it. It was fun the first few times, but this repetitive mission structure became stagnant and stale very quickly, especially throughout the course of a dozen or two hours. The only reason I stuck with the main campaign was because it was one of the best ways to level up my Guardian, but it felt like a tedious chore for the most part. Without a doubt, Destiny’s main campaign is the worst aspect of the game.
To navigate from mission to mission, players must make use of the game’s beautifully presented galactic map, which shows accessible planets in the Solar System. Planets and missions are unlocked as players complete story missions, which further incentivizes players to complete Destiny’s boring main campaign . When a planet is selected from the galactic map, it zooms in to show a map of its sandbox game world with various map markers, each of which represent a mission. It’s only after selecting one of these markers that players will be taken to their selected planet to tackle their selected mission. Most of them are story missions, but each planet features at least one Patrol mission (which allow players to free roam a planet’s sandbox world and complete small and often tedious and boring objectives) and one Strike mission (instanced dungeons tackled with a strike team), and some planets feature high level events called Raids.
While these sandbox worlds are large in volume, I would be more thrilled if they weren’t so barren. Filling Destiny’s worlds with interactive NPCs who could tell players more about the lore and the situation of a particular planet or offer players side quests would have gone a long way into making the worlds of Destiny more compelling. These worlds do spawn enemy creatures throughout the map once in a while, but unfortunately, the enemy variety in Destiny is abysmal. Each enemy race (Fallen, Hive, Vex, and Cabal) only features a handful of creature types whose color palettes change every once in a while to indicate that they are a higher level than the ones from before. While the game does space out the introduction of each enemy race evenly, there is a long stretch of time between each introduction, and during that time, I found myself facing the same handful of enemy types over and over again. Once I did encounter a new race, it wouldn’t take long before the game showed off all the creature types of that race, and the cycle would repeat.
Despite its incomprehensible and uninteresting story, formulaic mission structure, barren game worlds, and lackluster enemy variety, the game does make some great strides when it comes to core gameplay mechanics. As you would expect from a Bungie game, gunplay is fast-paced, smooth, and satisfying. The game does only run at 30 frames per second, which may disappoint competitive players, but in my experience, that did little to detract from accurate and precise shooting. The gunplay feels even more thrilling when combined with the game’s high level of challenge. The game is not a cakewalk by any means. While it is mostly a run and gun game, players who don’t take the occasional cover or choose a strategic position from which to take out their enemies will find themselves hitting the sack often, especially because of how smart, relentless, and visceral the enemy AI is. Despite the game’s repetitive mission structure, the challenge it offers does make it satisfying to overcome each mission.
Where Destiny shines even brighter is its RPG elements. Character progression in particular is very well executed and quite addictive, making the chore of playing through story missions to level up or to obtain new items and equipment almost worthwhile. The game begins with players choosing one of three classes (Titan, Warlock, or Hunter) and customizing their race, gender, and appearance. Only the player’s class will have any major impact on gameplay; the rest are simply aesthetic choices. I was expecting character customization to be more extensive than choosing from a bunch of presets, but there are enough options to allow players to create relatively unique characters.
With each level, players will earn new skills that are unique to their subclass. Each one of the game’s three classes features two subclasses: one which is readily available from the beginning and another that unlocks at level 15. Since each subclass can equip any kind of weapon, choosing a subclass is less about filling the shoes of a pre-defined role and more about finding something that matches your playstyle. The Titan’s Striker subclass is suited players who like to run-and-gun and get up close and personal, while the Defender subclass is suited for players who like to play defensively. The Warlock’s Voidwalker subclass is suited for players who like high offense and crowd control at the sacrifice of defense, while the Sunsinger subclass are like clerics in MMORPGs: geared more towards those who prefer a support-based playstyle. Finally, the Hunter’s Gunslinger subclass are for marksmen who are all about precision shooting, while the Bladedancer subclass are for those who like to use stealth and close quarters combat to outdo their enemies. But at the end of the day, players can take advantage of each subclass’s skills any way they please, use them with any combination of weapons, and develop a style of their own. The best part is that players can switch between active skills and on the fly to mix and match ones that better suit their playstyle for certain situations. The game even allows players to switch between subclasses on the fly, which is almost unheard of. Destiny truly does offer one of the most flexible character progression systems out there.
Leveling also influences what weapons and armors players can equip, since equipment in Destiny are only capped by the player’s level. Destiny does not feature any attributes which players can add points to after leveling like in other RPGs or MMORPGs. Instead, most of a Guardian’s power and stats are directly influenced by their equipment’s stats, so it’s vital that players obtain up-to-level equipment as soon as they can. Since equipment has such a large influence in Destiny’s character progression, finding new ones always feels like Christmas, especially since most of them look pretty cool, especially towards the higher levels. The satisfaction that comes from equipping Guardians with new gear and watching and feeling them grow more powerful, paired with the game’s flexible character progression, was one of the main reasons I kept coming back to Destiny despite its repetitive nature.
Destiny soft caps players to level 20, but players can go beyond that by equipping rare equipment that come with a stat called Light. The higher the amount of Light in a piece of gear, the more powerful it is, and the total amount of combined Light will define how many levels above 20 a Guardian is. Some equipment with Light can be found by playing missions in high difficulty after reaching level 20, but the most powerful weapons and armor can only be purchased through one of various vendors in The Tower (the game’s social and non-hostile hub). These vendors only accept one of the game’s various currencies.
Glimmer is what players will be using initially to purchase items, weapons, and armors, but eventually, they will begin to earn Vanguard Marks, Crucible Marks, Motes of Light, and Strange Coins. Vangaurd Marks can most effectively be earned by playing Strike missions in the Vanguard hub or by completing Vanguard bounties, Crucible Marks can only be earned by playing competitive multiplayer matches in the Crucible hub, Motes of Light can most effectively be earned by leveling up after reaching the level 20 soft cap, and Strange Coins can most effectively be earned by completing weekly heroic Strike missions. Earning these different currencies is an extremely slow process that involves repeating certain tasks over and over again. It’s tedious and it definitely feels like grinding, but those who can bear with it will be greatly rewarded. I do wish that the game would simply have one universal currency though. By the time I reached level 20, I felt as though I had wasted my time collecting and saving up Glimmer, as they cannot be used for anything substantial towards the end game. At least giving players the ability to convert Glimmer into other currencies, even if at a high cost, would have made a big difference.
It’s not all about cooperation though. Another way the game brings players together is through Crucible, Destiny’s competitive multiplayer hub. Crucible features four game modes: Control, Clash, Rumble, and Skirmish. There are other game modes that will become temporarily available in the coming days and months through special events, but I’ll be reviewing the game as it ships. Control is your typical point-control style game mode, Clash is essentially team deathmatch, Rumble is free-for-all deathmatch, and Skirmish is similar to team deathmatch, but it reduces team sizes from 6 to 3 while allowing players to revive fallen comrades, encouraging them to stick together. Destiny doesn’t do anything revolutionary with competitive multiplayer, but I still found it to be a lot of fun. The Guardians’ powers in particular separate Destiny’s competitive multiplayer from the competition, as they bring about an interesting new dynamic to what could have otherwise been a sterotypical multiplayer mode. The ability to use earned gear to annihilate other players is an added bonus.
The biggest praise I can give to Destiny is that it’s presentation is immaculate. Despite its lackluster story and narrative, the lore has been richly realized through incredible artistic direction and visuals. I was skeptical at first about Bungie’s intentions to mix the aesthetics of fantasy with sci-fi, but it paid off big time. The lore looks and feels like a fantasy story taking place in the future. Even more mesmerizing than the game’s visuals is its soundtrack. Destiny features some of the best orchestrated music I have listened to in a video game in a long time, and they kick in just at the right time during gameplay to provide the appropriate mood and atmosphere for certain situations. It’s easy to tell that everything about Destiny’s lore, aesthetics, and presentation has been crafted with love and care.
Despite Destiny’s beautiful presentation and polished core mechanics, its lackluster story, uninteresting worlds, and repetitive mission structure keep it from becoming legend. The game is by no means a disaster. The satisfying gunplay, the challenging missions, and addictive character progression will keep players hooked for a decent amount of time. But in its current state, there is no way this game can stay alive for 10 long years. I don’t think Bungie comprehends just how long that is, especially if they expect players to repeat the same mission structure over and over again while experiencing a story that is as incoherent as it is uninteresting. It’s hard to say what the future holds for Destiny, since the game will constantly evolve as new content is added throughout its lifespan, but as it stands, Destiny is a good game that could have been so much more.
My final rating for this game is a 7.5/10
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retro video game review : Zelda II:the adventure of Link
Zelda II- THE ADVENTURE IF LINK REVIEW
Julian cannon back again for a Retro video game review ..this time it is back to the NES era. Zelda II THE ADVENTURE OF LINK.
According to the Zelda timeline released in late 2011.. this game followes the first branch (there are 3 branches) after ocarina of time and it is the final game in the first branch and the sequel to the original legend of Zelda for the NES.. the first timeline is what could happen if link does not defeat ganon in the final battle of ocarina of time.
The first thing you’ll realize when you start an actual game is that your main character, Link, can’t move up or down as he can in the prequel — instead he’s been blessed with the action-game duet of Crouching and Jumping. If you’d played the original Zelda first, you might be wondering, What’s going on here? Then you’d read the instruction booklet… and still wonder, what’s going on here? That’s right kiddies. Zelda II has shifted gameplay focus from the previous overhead view style to a more common side-scrolling style. There’s still the old overhead view, but there is little to no action involved during this view — instead, it acts as your map-traversing view, which I’ll elaborate on later. But for all of your battle needs, you’ll be spending time in the side-scrolling world. While some may be disappointed in the sudden shift of gameplay, I found it to be an added challenge, and got a kick out of it. In the original Zelda, Link could “throw his sword” the entire length of the screen when his life was at full. This time around, however, the sword blast (a) has shrunk to a puny size and (b) travels a much shorter distance, dissipating within two or three of Link’s body lengths horizontally. In addition to the shortened range, you must now learn to be adept with Link’s shield. The shift from overhead to sidescrolling action has left Link’s legs vulnerable to crouching attacks, and you must crouch to prevent Link from having his knees cut up. Of course, crouching leaves his head open, so you can imagine what would happen when you get into an intense sword fight. But that’s part of the fun in Zelda II — the immense tension that builds up when battling dreaded IronKnuckles with shields, capable of fighting at your skill level, hitting high and low in random patterns. While stabbing in the air, trying to hit your mark and get past its shield, you also must keep the warrior from penetrating your defenses, and you end up playing a hectic game of Stand-Crouch-n-Stab. The intensity level of Zelda II’s battles is the source of this game’s addictive fun factor.
However, missing from Zelda II is the vast usable inventory that Link carried in the prequel. In its stead are automatically used items, magic spells and fighting techniques for Link to search and find during his travels. Items such as the Candle and the Power Glove make their returns, but are used in different fashions. The Candle automatically lights up a dimmed area, for example, and obtaining the Power Glove turns Link’s attacks into block-crushing blows. The interesting spells and techniques, however, make the sacrifice of the large usable inventory perhaps justifiable. In addition to stabbing and poking left and right, Link eventually gains the ability to jump and stab both downwards and upwards ( a move that was eventually carried over to the super smash bros. Series)
The graphics are decent, less colorful than the original Zelda but more detailed and larger in general. Link and his enemies now stand taller, at more realistic proportions, as opposed to the old squishy deformed status of old. Enemies sport certain color schemes, indicating their strength, much like the original Zelda. The palaces also have different color schemes, and tend to appear a bit on the monocrhomatic side. However, you’ll see different columns, bricks (for the walls), headpieces portruding from walls, and statues of ironknuckles scattered about. Enemies stand out from backgrounds well enough for you to battle effectively (at least, enemies that aren’t meant to be camoflauged). The overhead map shows very simplistic yet clear definitions of mountains, plains, forests, desert, and roads.
As a result of the high difficulty, the game can take up to 14 hours to beat. Consider: you have seven palaces to conquer. Four life containers to find. Four Magic containers to find. 8 levels to build, in each stat. Tasks to complete, techniques and spells to learn. Unless you’re really good, you’ll find yourself spending somewhere around half an hour to an hour on each palace, an hour or so on Death Mountain, a couple of hours level building, etc. Either that, or this game reviewer is pretty bad with his ninja-gaming skills. It’s a tough game, and if you love a challenge, dust off that NES and get to work on this cartridge
Also new to this game is the debut of dark/shadow link. He is not that hard as he was in ocarina of time,but the battle is worth it considering that he is the final boss of this game
n the end, the completely different system of Zelda II’s gameplay didn’t bother me. I found it a refreshing change and a challenging experience. I did not know that this game existed until the Zelda collection came out in 2003 for the Nintendo gamecube. The ability to jump and defend with more precision is welcome, and all the while the game manages to retain the heavy adventure aspect that we’ve come to expect from any Zelda game released. Zelda II: The Adventures of Link, is a sometimes frustrating but overall very fun experience.
Gameplay :7
Graphics: 7.5
Difficulty : 9
Sound : 8
Replay value :8
Final score : 8.5/10
retro video game review: Metal Gear (MSX2 version)
Julian cannon back with another retro video game review. this time it is the very first metal gear for the msx2, although I did not play this until the hd collection.
in the metal gear timeline, this takes place after the upcoming metal gear solid: ground zeros and before metal gear 2 solid snake
Most gamers were introduced to Metal Gear Solid on the Playstation back in 1998. In addition to stealth gameplay that was unrivaled at the time, Metal Gear Solid also incorporated brilliant voice acting, off-beat humor, political satire and lengthy cut-scenes that drove a semi-truck worth of backstory and character development. Many of these cut-scenes, however, mentioned incidents and characters that were not included in Metal Gear Solid, leaving some gamers confused if this was an original game concept or a sequel to something nobody had heard of.
The answer is yes. To both.
The original Metal Gear was originally released for the MSX2 home computer in Japan, then later ported (albeit terribly) to the NES here in America. Metal Gear served as the game that would later set the stage for future Metal Gear Solid titles with what unfolded. Now keep in mind, Metal Gear for the MSX2 and for the NES are almost two different experiences, so I will do my best to differentiate between the two. The story line is nearly identical in both versions with some minor differences, but the main changes are in how the game plays and the overall layout of the game.
The plot is this game takes place in 1995 (in the timeline the name of the storyline is the outer heaven uprising). You are Solid Snake, a military operative working for FOXHOUND sent into a mercenary base in order to infiltrate and destroy Metal Gear, a nuclear tank that can walk. later in the game, you will find out that big boss is working as a double agent, revealing to snake that he is the commander of both outer heaven and FOXHOUND. When playing the MSX2 version, you start at the unmanned front door of the mercenary base, getting occasional messages from Big Boss (your leader) about current objectives. On the NES, you start in the middle of nowhere and must traverse through oddly placed guard dogs, mazes that make no sense and terrible ‘engrish.’
On the MSX2, you start at the front door of Outer Heaven.
The controls are responsive and actually fairly tight for its time. What confused me were the action buttons. On the NES, the B-button will punch enemies, and the A-button will use whatever weapon you have equipped (or do nothing if not equipped). The response time feels a little more reactive on the NES than the MSX2 version, but that might be the only positive aspect of the NES version. The NES port really gets plagued by level design and layout, which makes the game more frustrating and difficult than it needs to be. There are many situations where there is just enough of a gap in between a car and a bush that makes you think you can traverse through it, but you end up hitting an invisible wall and rethinking your strategy.
There are some poor logistics that exist in both versions of Metal Gear that can work in your favor and against you at the same time. Metal Gear is one of those games that reset the contents of a room once you leave it, the only exception being key items. This works great if you find an empty location that has rations (in-game health) or ammo that will infinitely respawn every time you re-enter a room, but the same tactic also applies to enemies. To make matters worse, in some rooms the enemies start their walking path right in front of the door you just exited, meaning you will enter the alert phase where waves of enemies come pouring into your screen in order to eliminate you.
On the NES, you start with this guy and his poor english. Also notice the more ‘cartoony’ color scheme.
Both games have their share of random occurrences that will either make you scratch your head in confusion or make you question what you just saw (much like everything in Metal Gear Solid 2). Starting with the NES, there are a few instances where the floor you are walking on just vanishes, killing you instantly. There is no warning, rhyme or reason for it. At first glance it looks like a logical path then the floor just goes away. In both games, there is a gas chamber that you need to progress through, but the only warning you get is once you actually have entered the room and are beginning to lose life. Big Boss actually calls you to tell you, “I nearly forgot, you need a gas mask to get through the gas chamber.”
Yeah, thanks a lot, buddy.
The inventory can be a problem in certain situations. You are allowed to carry one weapon and one accessory active at a time, so lets say you have a handgun and a card-key active. Using the gas mask example I just mentioned, you have to use the card-key to open the door leading to the gas chamber, meaning you don’t have the gas mask active, losing health in the process. You then switch to the gas mask (as unnecessarily reminded by Big Boss) and make your way through the room to the other door only to find out you need to switch out your gas mask for your card-key in order to escape the room of impending death. To summarize, you lose either way, friend-o.
Speaking of card-keys, there are nearly a dozen different cards that you need, with no distinct way to distinguish between them all. You constantly will be going through all your card-keys trying to figure out which one you need to open the door and escape the small militia shooting at you. I did some research on this, and actually found out that series creator Hideo Kojima wanted to create a sense of anxiety and panic when trying to open a door. Makes sense, but when you have a dozen different card-keys and every door looks exactly the same it’s hard to make sense of it.
Here’s my final gripe with the NES version, and I apologize now but this might be a spoiler to some, despite the fact this game has been out for a long time. The title of the game is Metal Gear, the bipedal nuclear tank you are trying to destroy. In the MSX2 version, you finally face-off against Metal Gear, then have the final confrontation against Big Boss (this shouldn’t come as a surprise to anybody). In the NES version, you fight a super computer that controls Metal Gear and its movements, then the confrontation against Big Boss. A game titled Metal Gear that doesn’t physically include Metal Gear is like a Legend of Zelda game without Zelda or an Uncharted game without Nathan Drake. For me, this was a huge let down.
One of the final bosses, Metal Gear isn’t as big of a threat as advertised, but it still freaked me out when I got this far.
I should keep in mind as sort of geek humor; the super computer in the NES version is constantly showing a blue screen. I never guessed mercenaries were using Windows 2.0 back in the day to control Metal Gear.
Even more frightening than the nuclear bipedal tank Metal gear is the blue screen of death.
Metal Gear is, despite the problems and plagues, a fun experience and worth playing. I highly recommend avoiding the NES version and going for the MSX2 adaption. The MSX2 version is included in the Metal Gear Solid HD Collection, as part of Metal Gear Solid 3. One thing I failed to mention earlier was that the NES port was not overseen by Hideo Kojima but rather a different team from within Konami, thus the varying differences. Kojima has stated that he does not like the NES version and finds it “too difficult for all the wrong reasons.” I highly recommend, if you’re a Metal Gear (Solid) fan, go buy the Metal Gear Solid HD Collection and check out the original Metal Gear and its sequel, Metal Gear 2 Solid Snake.
Retro Review: 4/5