One of my first reviews on VGL, all the way back in august of 2012, was The Getaway. I claimed the game was a diamond in the rough, with some strengths (the general ideas and the voice acting) and a lot of weaknesses (the driving, the shooting, the ambiguity). Now, I've played the sequal - The Getaway: Black Monday. Did Team Soho learn from their mistakes in the first one? Is Black Monday even a full game or is it a mission pack? Read on and find out.The game starts off with us in control of Mitch, who is a fucking dipshit. I'm sorry, but he really is insufferable. It's his first day back in the police force since, supposedly, shooting a kid in the back. Every exchange between the cops is boring and needlessly macho. Mitch also has a weirdly large head for some reason... Anyway, it's of course the same sort of affair as the first game - an open world adventure in third person with driving and shooting. After a few forgettable missions meant to introduce the controls and lay the foundation for the things to come the game finally shifts focus and lets us control Eddie, a criminal boxer, instead (and to some extent a teenager thief called Sam). The general formula is similar to the first game as well, in that we follow the chain of events slightly chopped up and through various points of view. Story progression and mission briefing is also happening in the cutscenes, like before, and sometimes over the car radio - which can be hard to pick up on since the voices are lower than all other audio and subtitles only work in the cutscenes. When they give me orders over the radio I hear one word in ten and then that's it.
"The game starts off with us in control of Mitch, who is a fucking dipshit."
The driving is also the same as in the previous game, where there's often a hidden timer and your only means of navigation is to look at your blinkers that signal left, right or "fast" depending on where you need to go (fast blinking means you've passed your turn). Well, I could technically bring up the rudimentary map and plan my route a bit but who wants to pause the game and double check the map all the time? The controls are very clunky as well, because of course they are.
So, when we've suffered through the ordeal that is getting to where we need to go it's finally time to leave the vehicle and have some on foot action. There's a heavy emphasis on all the moves we can do (as both Mitch and Eddie), such as rolling, taking people hostage to use as shields, carefully aim from behind cover, using the gun's butt as a melee weapon and in Mitch's case even use teargas. But since the controls are so stiff and awkward (yes, on foot as well) nine times out of ten I ended up just using the "snap aim to enemy" and kept the shot button down. But even then, again just like its predecessor, the game frequently picked the wrong enemy to focus on making me take a lot of unnecessary damage. There was simply no time for finesse, fiddling about with awkward controls and a thousand different options to go about a situation when the CPU emptied magazine after magazine right at me whenever they were on screen.
"the game frequently picked the wrong enemy to focus on making me take a lot of unnecessary damage"
What about the open world experience then? Well, I'm going to sound like a broken record but like with the first game, the sense of urgency is always present. There's no real opportunity to explore anything at all - it's always 'go there, more speed, do this, hurry up, the clock is ticking, move it'. And the traffic is doing its best to be an obstacle. Cars that are freaked out by you driving towards them never turn left and up on the sidewalk, they turn right and try to go in the middle - exactly where you want to drive. And there's cars cutting you off in every single crossroads in the entire game, you can never just speed through one without ending up in a crash. And I'm sorry but I don't really enjoy the city. There might be some cool vistas for people living in London to look up but for me it's just a gray and anonymous city that I try to speed through as best I can as to not run out of time. The feeling of "realism" as it were is much more tangible when inside and all the textures and small details are available to look at in a slower pace. There were times when I felt "this looks almost like an early PS3/360 game". Well, at least if I didn't move my character or tried to do anything else, because then it really felt dated again.
I'm not very positive about this game as you might have noticed, and that's not really due to the shortcomings I've described. It all comes down to the story which isn't that interesting. It has its moments, but they are few and far between. Where the gritty story and setting made up for cumbersome gameplay in the first game, here it doesn't. This means Black Monday isn't a diamond in the rough, but rather just a curiosity for the fans, or perhaps the completionist. Team Soho clearly didn't pick up on what made The Getaway "good despite its flaws", they just carried on and made another flawed game but without the saving grace.
I initially struggled a bit to get into the game, every session felt like a newbie session (what's that, who're they, am I in the past or the future, was it Zanarkand I came from and Spira I'm in now, why should I care about any of these places or the characters in them, the main protagonist is a boring douche etc) so I tried to let go a bit of my strategy guide and just let the game show me the ropes organically. I immediately missed the Rod of Wisdom, an incredibly useful weapon for Yuna, so I went back to following the guide more or less to a T - and boy did I think I needed it. There were a lot of useful items hidden with NPC:s appearing on already visited places, who - with no hints or pointers - just casually gives them out after exhausting their dialogue a second time. I didn't want to hunt down every last single NPC and go through their oftentimes boring/useless dialogue multiple times "just to be sure" so I stuck with the strategy guide at every turn.
I've played this game a few times before. The first time was on a bad copy on an old Xbox. About four hours in I reached a mission that couldn't let me finish it due to a glitch most likely caused by a corrupt image of the disc. I later on bought the game legit (as one does) but I opted for the PS2 version since that was cheapest at the time. Me and my girlfriend then tried to beat it in co-op but it was just too hard for us. Eventually we gave up. This was at least 10 years ago, and thus I now felt ready to tackle it again. This time I had my mind set on beating it once and for all.
Originally a Taito arcade game, Alfa System's Castle Shikigami 2 found its way onto a couple of home consoles, the PS2 being one among them. With atrocious voice acting, pretty bad music and generally good gameplay it quickly gained a reputation for being a mixed bag. However, the PAL port of the game was treated differently and is by many concidered to be the worst version out there. I've played it for about a week now and my verdict is as follows.
I was heavily into survival horror games on my PS2. I loved the genre and played just about anything I could get my hands on. Eventually I picked Forbidden Siren up. It was supposed to take a whole new turn and bring stuff to the survival horror table that no one had ever seen before. To some extent they were right, but not in a good way. I actually ended up not playing any more survival horror games for quite a while after this. I recently gave it another go and here's what I think.
Ah, Manhunt. Now this is a game I hold close to my heart.
When I first purchased my Playstation 2 (I worked an entire summer to be able to afford it) I did it because I had heard of the new Grand Theft Auto and that it was in 3D. The thought alone was enough for me to work my butt off and come autumn I had enough to buy a console and a few games. I bought it second hand, so I did not get to choose which games came with it but I was happy as long as Grand Theft Auto 3 was part of the deal. Hiding among the other titles was this mysterious game called Silent Hill 2. I did not care to look closer at it and instead I invited some friends over and fired up GTA 3. We played it for an entire weekend and had a blast. When sunday came one of my friends stayed late to see what this Silent Hill 2 was all about, so we tried it out. Suddenly, the night was over. We played the game through the night and when the sun came up we were done. What. A. Ride.
Risk and reward. A concept often used in shoot 'em ups. But Psyvariar was one of the titles that brought it to a whole other level. This collection consisting of Psyvariar: Medium Unit and Psyvariar: Revision once upon a time paved the way for me in to loving this genre. Let me tell you about it.
The year is 2000. Raizing is folding in to 8ing and their shoot 'em up division is dispersed. One of their programmers, Shinobu Yagawa, is approached by Cave and they want him to make another Battle Garegga but for Cave. With a little Cave sprinkles on top, so to speak. Five years later, in 2005, Ibara hits the market. Another year later it arrives on the PS2. This is what I have been playing for the last week or so.
So... Yeah. I am a complete idiot. I purchased this compilation many years ago and immediately wrote it off as having severe input delay (much like the PAL version of Metal Slug Anthology which I bought and actually sold because it was absolutely and 100% unplayable with an insane amount of input delay). The other day I felt the desire to pop the game into my Playstation 2 once again to check out Strikers 1945 I which I have not played much of in any version. I quickly realized that the input delay must have come from the setup I used at the time (a cheap LCD HDTV) as it was gone when I played with an old CRT TV this time (this was sadly not the case with Metal Slug Anthology, as that game was truly borked no matter what). So, that was a good chunk of years I could have been playing these shooting game gems and did not because I was too quick to judge. I decided the time had come for this compilation to get a fair shot and a complete reconcideration.
I have a history with Viewtiful Joe, and it is not of the wonderful kind. I remember I bought it many years ago trying to get in to some lesser known (well, kind of) PS2 games and gave it a go. Me and my girlfriend got pretty far, I remember we were closing in on the last stage when we met a boss that we just could not, for the life of us, beat. I was infuriated. We bought this game that started out so good and we had so much fun and then it got impossibly hard and tedious. What a disappointment to put it up on the shelf without the satifaction of having beaten it.
Spider-Man 2 is of course based on the second part of the Sam Raimi trilogy about my favorite super hero. Since it is a video game it does not have to be exactly like the movie which it is not - they have sprinkled a few extra things on it such as the appearance of Black Cat and other things not shown in the feature film. But most of the story cutscenes are indeed from the movie and they are motivating the player to progress.
Released in 2006, just after Okami, God Hand makes Clover's last game. It is an action beat 'em up with a story as paper thin as... as... paper... Long ago a fallen angel named King Angra was defeated with a pair of divine arms called God Hands - which Gene, the game's main character, now owns one of. He gets entangled in a battle against four demons and their struggle for world domination and that is it. But it is not the story that makes this game interesting, it is the way it is being told. It is cheesy, it has bad jokes, weird creatures, embarrasing voice acting and the list goes on. Together with a pretty high difficulty this feels kind of awesome, actually.
Everything starts on an island called Argus. The princess Harmonia is holding a ceremony in which Rygar recieves a wreath (totally worth it) for his victory in a war he has been poking around in. Suddenly the party is crashed by the titans, also known as the not so happy campers, with Echidna in front. Echidna and Ikaros kidnaps the princess (you do not say!) and a furious minotaur pushes Rygar down a hole in the ground. Rygar obviously survives the fall and immediately finds the Diskarmor, the shield we remember from the arcades and the NES game. Rygar is briefed by the gods to stop the titans and save the princess in order to create justice, peace and all that. The story in this game is as shallow and sloppy as the game itself. It is cheesy, filled with embarrassing voice actors and... and... pretty graphics. Does not look to bad at all.