
Now that everyone’s excited about Spyro again (because of the remakes, blog readers of the future), I thought it would be an opportune time to follow up on my playthrough of Spyro 2 from… LAST NOVEMBER?? I am now a skeleton, who loves dragons.

Now that everyone’s excited about Spyro again (because of the remakes, blog readers of the future), I thought it would be an opportune time to follow up on my playthrough of Spyro 2 from… LAST NOVEMBER?? I am now a skeleton, who loves dragons.

Zoids is one of those franchises that I engaged with pretty strongly. We had a handful of model kits that I enjoyed building with my brother, watched Chaotic Century and New Century avidly, and played the heck out of the Zoids Saga RPGs on GBA in both Japanese and English. What can I say, it’s hard not to love robot dinosaurs, especially with some juicy anime melodrama on top!

I picked this one up from Japan pretty cheaply. I found the fifth game to be a fun time, so is this a step back? Well, maybe a step sideways.

Oops, this blog has become all Star Wars! Bear with me, it’s drawing to an end soon. So here’s something I never considered looking into because I don’t care for the latter two prequels. But when I saw the sprites on the back of the box in a shop I had to check it out!

Released alongside Lightsaber Duels for the Wii, this game also attempts to replicate the feel of a clash of sabers… but with touchscreen tapping instead of Wii remote waggling. I like the original plot, but the gameplay leaves something to be desired.

If you’ve been following this blog for a while, my obsession with Picross should be clear. Hudson did their own take on Jupiter’s Picross games with Illustlogic, an even more tortured portmanteau but a great take on the concept.

After playing Sumo’s two Sega crossover racing games, I decided to check out their earlier entry in the larger “Sega Superstars” series, despite having had negative feelings about tennis games in the past. As it turns out, playing tennis matches is my least favourite part of this game.

My friend @imtherealgibbon is a noted fan of NST’s work to succeed DK94 and keep the spirit of the old Donkey Kong puzzle-platformers alive. Inspired by his example, I sought out his recommendation: the fourth in the series, and the last one with a real “plot”.

Q-Games is primarily known for two things: their Pixeljunk series of games on Sony consoles, and their work on Star Fox for Nintendo. Maybe The Tomorrow Children too. Anyway, point is they also revived the difficult-to-search-for “X” IP, an ambitious 3D shooter on Game Boy that I reviewed here. Dylan Cuthbert of course created the original game, so it’s fitting that his company followed it up years later. Anyway anyway, I played Starship Patrol (aka Starship Defense/Starship Defender, thanks to Nintendo’s utter inability to establish consistent names between regions) because there’s a somewhat tenuous connection to the established X universe which in turn has links to Metroid and Star Fox. I never said I wasn’t a nerdy bundle of neuroses.

This is my first Sonic game! And I liked it! I have tried some of the Mega Drive ones thanks to various collections, but I never got on with them. I couldn’t handle them being either fast and punishing, or slow and tedious. But hey, that’s just me and my shallow understanding of them. I picked this one up thanks to Hideki Naganuma, composer for the Jet Set Radio series and all-around funkalicious dudemeister, who also did the soundtrack for this game. I wasn’t at all disappointed on that front, but to my surprise I really enjoyed the game itself too!

My expectation for n-Space’s accompanying handheld port to Activision’s Eurocom’s Albert R. Broccoli’s Goldeneye 007 was that it would somehow be more like the N64 classic that this reboot was trading on nostalgia for. Turns out it was, but only a little bit. A combination of the lower technical specs of the DS that forced chunky models and simple level layouts, and perhaps a few intentional design choices here and there (such as displaying health and armour in the curved bar form, even if there’s no longer a watch aesthetic to contextualise it and it still regenerates anyway) made this portable port at least feel a smidge more like I was back in the good old days.

Let’s be up front: don’t play this game. As with Battlefront Elite Squadron, I suspect that the more powerful and feature-rich PSP version was the lead platform and the superior game, although apparently the critics don’t agree. There are good ideas here, but executed so poorly that it’s hard to appreciate them.

Despite lingering bad blood between me and the Force Unleashed 2, I actually enjoyed this DS conversion better than the DS demake of the first game. It’s still got the problems common to the whole project; small scope, dumb plot, etc. But rather than making a pale imitation of the base game, LucasArts Singapore instead took a new perspective, like, literally, because it’s, like, a sidescroller.

Having now played all four different versions of this game, what can I say about the DS one? It’s… better than the one made for java phones?

I was so energised by Jet Set Radio Future that I got interested in the Sega crossover racing games that feature tracks and racers from the series. Plus I wanted a nice multiplayer racing party game that wasn’t Mario Kart. Unfortunately Sega doesn’t quite have the brand power of Nintendo, at least for me, but the IPs represented here are somewhat varied despite a heavy weighting towards Sonic, and it was a chance for me to become more familiar with them.
The game is fun to play. It feels smooth but takes practice to master the mechanics; the Monkey Ball tracks in particular are difficult to get right, but learning tricks and how different characters handle is rewarding. There’s also plenty for a solo player to do, which is a huge plus in my book: the substantial mission mode is a good addition, and there’s an unlock shop with a universal currency so playing any mode will allow you to make progress and choose what to get next.
Sumo Digital have also done a good job representing the worlds of the franchises on offer. There’s maybe not enough choice, with only a handful of IPs having three often similar-looking tracks each (and Sonic getting three times that number), but what’s here has been lovingly presented, none more so than the highly detailed Tokyo-to tracks from my beloved JSRF. Available characters come from a wide variety of Sega games so that’s a lot of fun (I also liked to imagine BD Joe and Ulala fitting into the Jet Set Radio cast).
I also played the DS version alongside the main console game, and it was a decent port. Obviously scaled back quite a bit, with cheap-looking visuals and simpler courses, it does still have as much content, and much shorter loading times. Some items, and mechanics such as drifting or starting boosts, work differently. The second screen is used well to display a minimap during races (a feature lacking in the bigger game), and to present the menus much better (the console menus are bloody awful). I think its set of missions is unique to it, which is nice. The economy of the shop is different too, I was able to unlock everything much earlier than I did on PS3. This version was also ported to smartphones, badly. It has less content and an exploitative economy that almost demands in-app purchases to unlock some characters and tracks, and it uses the console-style menus, on top of unsuited touchscreen controls for gameplay. Avoid it, but check out the DS version by all means.
I will admit that the greater fidelity of the PS3 version made it a more enjoyable experience on the whole, as soon as I changed the control scheme away from using the analog trigger to accelerate. I’m looking forward to the sequel, Transformed, and hoping for a greater variety in the track content. On the whole though, a solid game and double thumbs up from me for drawing designs specifically from Jet Set Radio Future as opposed to just the first JSR (the tracks do have pastiche elements from both games, they’re really good tracks).
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