April 28, 2021
[Review] X-Men 2: Wolverine’s Revenge (GBA)

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Naturally, this series of reviews will include the alternate platform versions of each game!

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October 23, 2020
[Review] Castlevania: Aria of Sorrow (GBA)

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Let’s finish up the GBA trilogy.

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October 15, 2020
[Review] Castlevania: Harmony of Dissonance (GBA)

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The second GBA Castlevania takes after its parent closely, for better and worse.

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October 10, 2020
[Review] Castlevania: Circle of the Moon (GBA)

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It’s the silly season, so time to catch up on vaning some castles.

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January 24, 2019
[Review] Spyro Fusion (GBA)

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Having covered Spyro’s isometric handheld history, there are two sidescrollers for me to play (not counting the Legend games on GBA and mobile). The first is the famous Crash Bandicoot crossover, Fusion (also known as Spyro Orange). To be quite honest, it’s a miserable slog.

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January 22, 2019
[Review] Spyro Adventure (GBA)

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The third of Digital Eclipse’s GBA trilogy eschews a numeral and “Season” titling of its predecessors, and for good reason. It tries for a more open structure unlike any previous game, so it feels very different.

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January 18, 2019
[Review] Spyro 2: Season of Flame (GBA)

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My review of the first GBA Spyro game is required reading, as this is very much an iterative sequel. The iterations were welcome though, for the most part!

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January 9, 2019
[Review] Spyro: Season of Ice (GBA)

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The Spyrocalypse continues with the first of the GBA “trilogy” by Digital Eclipse. It’s a good attempt at a faithful Spyro game but understandably limited by the platform.

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September 11, 2018
[Review] Mega Man Zero 2 (GBA)

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I love this game too much to say much about it. I first played it back when my friend brought a copy back from a trip to Japan, and together we tried to master its story and mechanics. I chose it for game club this month, and feel personally accomplished to have completed it fully now.

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June 3, 2018
[Review] Bomberman Tournament (GBA)

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June’s game for Game Club was this Bomberman spinoff, the second RPG-like of the series. It’s a light Zelda-style adventure game, with puzzley grid room dungeons separated by overworld sections and towns, plus a very tacked-on monster battling mechanic. The plot is poorly developed but it’s colourful and looks nice, and the mix of formulas makes a refreshing brew.

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March 29, 2018
[Review] Drill Dozer (GBA)

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This month’s pick for Game Club saw us tackle a rare Game Freak non-Pokemon title. I can tell a lot of effort went into the core mechanic and the game’s style, but I’m not sure it fulfils all its ambitions.

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January 19, 2018
[Review] WarioWare Inc.: Minigame Mania (GBA)

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I’ve played other WarioWares before, but going back to the original showed me how solid the formula was right from the outset, and how subsequent games have only iterated on it or layered extra input gimmicks on top.

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October 20, 2016
[Review] Lady Sia (GBA)

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I’ve done a couple of Twitch streams as an experiment to see how I enjoy them. For an audience of around 3, I today played through the entirety of this indie GBA game in 3 hours. It was an enjoyable experience despite some missteps (both the game and the stream).

French studio RFX Interactive seems to have (briefly) been the kind of studio that makes licensed games to save up money, then makes a passion project of their own IP. They didn’t last long unfortunately, developing only a handful of GBC and GBA games before folding. As it turns out, I’ve played one of theirs before: Tonic Trouble for GBC.

The game does have heart. The character designs range from adorable (I was reluctant to take out most enemies because they were so cute) to grody and terrifying, with lots of human-animal hybrids and one very angry walrus. The actual graphics work seems amateurish, but there are neat effects and background details frequently that made me stop and take notice.

The plot’s a bit of a mess. Hilariously, the opening exposition crawl zooms by way faster than I could read, so working out what was going on in subsequent cutscenes was something of a journey. The ending too is rushed and unsatisfying. The environmental development and worldbuilding was much stronger and more interesting than the actual story, which is OK.

As for the gameplay, we have a 2D action platformer as you can tell. Levels are often a bit open with different paths available to the player, like I think maybe Sonic is like that? Dunno, haven’t played it. Sia has various magic skills that open up to her and sword combos, most of which I found difficult to pull off and not often necessary. But there’s lots of variety in enemies and mini environmental setpieces which keeps it fresh. Boss fights are a total letdown though: anticlimactic, lacking impact, and often very buggy (although that may have been emulation issues). They often transform you into a large beastlike form which has different abilities, rather than testing skills you use during normal levels. Hrm.

So this is another game that my friend Gibbon of DK Girder (plugs for his 100% stream attendance) recommended, one whose IP has been lost to time with the dissolving of its creator. Planned sequels were cancelled and Sia is forgotten. But maybe that just makes it more poignant to dig up and admire its artistry and ambition, as well as learning from its questionable design decisions and lack of polish. Give it a go, why not?

October 8, 2016
[Review] Sabre Wulf (GBA & Mobile)

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Sabre Wulf couldn’t be more Rare, yet it seems to get overlooked. Its lush environments are almost DKC-esque, the music by Robin Beanland reminds me of Starfox Adventures, and the lewd jokes and silly characters are right out of Tooie or Ghoulies. Thanks Leigh. Of course coming from the handheld team there’s a slight roughness about it (and the occasional use of Comic Sans), but it’s also got charm in spades, and deserves to be mentioned towards the end of the same breath as all these other games.

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April 18, 2016
[Review] Avatar: The Burning Earth (GBA)

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I’ve encountered a roadblock in terms of Avatar games. When I opened the case for The Burning Earth on Wii that I bought ages ago, I found a disc for the first game had been sold to me by mistake. And it was too scratched up to work! So while a new copy wings its way to me, I played the GBA version.

It was a bit of a letdown. I completed it in only a couple of hours—it’s the shortest game on the list so far. Like the other Halfbrick games, you use bending and other abilities for both puzzles and combat. And like the Into the Inferno game in particular, the characters are paired up in different combinations (or sometimes solo) in different levels. In this case, the puzzles, combat, and action-y segments are pretty segmented; you’re either doing one or the other, and moving on linearly, a quite plain structure.

This time, the game is built around a scoring system. Presumably this is to encourage replays of its short length. The upper left number is your score, which also acts as health and is restored by defeating enemies. Beating a string of bad guys (only ever the same three types of Fire Nation soldiers, besides the boss fights) also gives a combo bonus, to encourage proper use of your bending abilities. It’s a fairly complex and neat little system. The upper right is a bonus, which ticks down over time and is filled up by collecting jars in the levels, providing the occasional reward for doing something extra or risky.

The sprites, following the previous game, are adorable, and the environments are drawn beautifully. The weakness of the game is that it’s simply retelling the story of Book 2, but severely cut down. It doesn’t have the novelty of the first game’s new plot, and it’s so fast-paced that you have to be familiar with the show to really get it. It does have the advantage of showing Zuko’s side of the story as well, which the DS version was unable to do. What I look for in adaptations are things they’re able to add to the story or world, but the only thing I noticed that wasn’t an adaptation from the show was a reuse of the armadillo wolves from the previous game; they’re used for puzzles rather than combat, which is amusing.

The characters’ abilities are translated to game mechanics in interesting ways, but the score-chasing structure is just something that doesn’t grab me. Despite the aesthetic strengths of the game, I find myself preferring the DS version in this case. Of course, both cover different content, with the desert and Ba Sing Se omitted here but present on DS, and Zuko and Iroh levels here. It’s just so short though, only 7 levels and one of those is more like a minigame. After playing all of Halfbrick’s other games in the series, this was underwhelming to me.

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