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Showing posts with label playstation 2. Show all posts
Showing posts with label playstation 2. Show all posts

Normandie | Need for Speed: Porsche Unleashed - Level Up

Need for Speed: Porsche Unleashed by developer and publisher EA—Sony PlayStation 2 feature article written by Hamza
 
Estimated reading time: 5 minutes.

To some, Need for Speed: Porsche Unleashed represents a more different time for the franchise. Until the Underground series ushered the franchise into a new era - for better or for worse - of heavy car customization and narrative, these features were either thin on the ground or practically non-existent. Need for Speed had a different identity back then, a more straightforward one.

But this is not to suggest the change wasn't well received, far from it; the inclusion of characters provided some really memorable acting and quotes (I still remember Nikki's PSA from the opening of Carbon), police chases became more advanced, and overall the franchise started bringing fresh elements to its gameplay. Given the fact that the very first installment had FMV (full motion video) and the obnoxious Mr. X who served as the game's antagonist, if anything Need for Speed went back to its roots.

Porsche Unleashed is among my all-time favorite video games, and if I were to rank every NFS installment I've played, this one would be near the very top. Despite the nature of racing games that invites aggressive competition and high-octane racing, the gameplay of Porsche Unleashed feels more like a commemorative than anything else. At no point does it ever feel I'm in a race of my life; but rather participating in a parade that happens to have light racing thrown in for fun. Every genre has that one example that is a touch different than its peers and doesn't immediately feel like it belongs to said genre: Porsche Unleashed is that game.

If you've read my previous article on North Country from NFS II: SE, then you know tracks from racing games don't often provide much in way of critical or literary analysis, and the best anyone can talk about is their associated feelings with it. With that being said, let's travel to Normandie: arguably one of the most beautiful tracks ever to appear in a racing game. Once again inspired by rural countryside, Normandie employs a very scenic route with wide open roads and fantastic ambiance. Trust me, this particular track is better experienced with the music turned off.

Starting off in a forest, the warm autumn tones at once give off a cozy, quaint vibe. The visuals and colors are reminiscent of those romantic cards which feature silhouettes locked in embrace. The forest track immediately branches off into two routes, with the right housing remnants of a broken building; a church perhaps. I remember these details being rather impressive back in the day. This route is ostensibly a shortcut but you're better off taking the left one because there's no danger of crashing into anything. Even in a relaxing racer such as this, there's always the chance of A.I. drivers bumping into you. The forest segment is short and serves as a wonderful way to open this track.

The next segment is the main highlight of the game. Exiting the forest, the track turns into tarmac and opens into a vast rural environment, with a pleasing skybox and lens flare to finish the effect. This is the segment where the ambiance pays off. Farmhouses and barns are intersected with rows of beautiful farm fields, complete with rolls of hay and appropriate sounds of livestock (though they themselves are nowhere to be seen).

Driving further reveals a town; grain silos and more neatly stacks of hays populate this area. If you take what is ostensibly the shortcut through the town, you'll come across cozy-looking homes and what looks to be a woman on a rocking chair. I'm being hesitant because the charmingly outdated and low-res blocky models and textures can only allow for so much assumption. Next to the woman is another model, stuck in perpetual slow-motion sweeping action. The low quality is understandable: they are background elements and meant to be noticed by the corner of your eye.

Back in the early 2000's, I'd often slow down by the woman and just… stare at her. She may very well have been the first time I ever paid attention to a minor, background character. The creaking of her chair and the surrounding ambiance (remember: the music is turned off) still brings a smile on my face. I can only hope my retirement plan matches the calmness of this scene; though I can imagine myself getting annoyed if a Porsche 911 randomly started doing doughnuts in front of my face.

Exiting the town leads to open, winding roads and scenic scenery all the way to the finish line. On either side of the roads you'll see wonderful farmhouses, rolling hills, and mountains with jaggy edges. Once again - like how it did in my North Country article - this section strongly reminds me of the more interior places of Oman. I'd love to take a walk alongside this scenery.

Re-visiting this track for the article was a wonderful nostalgic trip indeed. I was surprised by how much I'd remembered about the track, even after all these years. If you've wanted to experience the concept of Hygge in motion, Normandie is perfect for you.

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Power Rangers: Super Legends - Retro Reflection

Power Rangers: Super Legends by developer A2M and publisher Disney Interactive Studios—Sony Playstation 2 retro reflection written by Dimitris with a purchased copy.

Estimated reading time: 4 minutes


The Red Ranger paused for a moment to observe his surroundings: shiny, metal walls, neon lights and large windows, through which he could see the towering skyscrapers of the metropolis. The sky was blue but his mission was not a walk in the park. He had to stop his enemies from getting the time crystals and messing with history, preventing the Rangers from existing.

In each time zone they had gathered special forces to stop him and this place was no different: soldiers materialized out of nowhere and attacked him immediately. He punched and kicked, knocking them down swiftly. One of them fired his laser gun. The Ranger ducked, then jumped over his enemy and slammed him on the ground. A huge armored guy charged but once again the Ranger's agility saved him. He grabbed the closest soldier and tossed him on the giant, gaining enough time to pull out his pistol and fire a charged blast that disposed of the remaining opposition. He moved ahead.

A half transparent platform hovered above his head. He bent his knees and jumped, landing on its smooth surface. A large door was built many feet higher, meant to hinder further progress. He leaped towards the opposite wall, bounced off of it and smashed the door with a dashing air kick. A secret room was revealed, full of goodies, including a yellow bolt. Now he could replenish his energy and perform his devastating super attack. Soon, he would find the boss commanding all those mindless minions and start a nice conversation with him.

Power Rangers Super Legends is a side scrolling platform/ beat’ em up, based on the famous TV series. In case you ‘ve never heard of them, the Rangers are a team of super heroes who use impressive martial arts to protect Earth from hostile aliens. I admit I did not watch the series when I was a kid, so I cannot say how close the game is to the show. However, I enjoyed it thanks to its tight controls, variety of moves, colorful graphics and cool sounds.

There are several locations, including a traditional Japanese mansion on the mountains, ancient desert ruins, a high-tech factory and the ordinary alleys and rooftops of a city. In each stage, your objective is to reach the exit but frequent energy barriers block your path until you clear all foes. Enemies are humanoid and attack you in small groups; beating two or three of them simultaneously is satisfying.


There are environmental hazards too, sush as flame jets or chasms. Occasionally you face a boss; if you beat them him, or her, he transforms into a huge giant, forcing you to become enormous too, by merging with all the Rangers. The gameplay changes accordingly and you need to press the right buttons at the correct moment to win.

When you die your score is reduced and you are revived on the spot. If you can run out of points you will die permanently but this never happened to me. As for the game’s length, there are few stages which are not very long. You can try to improve your score after each level and there are various Rangers to choose from, however, all characters play the same and there is no option for a higher difficulty.

To sum it up, Power Rangers Super Legends is a good arcade game. Combining style with fast action and cool, strong heroes it reminded me of another platform game on PS2, Kim Possible. The few hours I spent on it were worth it.


Score: N/A



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Power Rangers: Super Legends - Retro Reflection


The Red Ranger paused for a moment to observe his surroundings: shiny, metal walls, neon lights and large windows, through which he could see the towering skyscrapers of the metropolis. The sky was blue but his mission was not a walk in the park. He had to stop his enemies from getting the time crystals and messing with history, preventing the Rangers from existing.

In each time zone they had gathered special forces to stop him and this place was no different: soldiers materialized out of nowhere and attacked him immediately. He punched and kicked, knocking them down swiftly. One of them fired his laser gun. The Ranger ducked, then jumped over his enemy and slammed him on the ground. A huge armored guy charged but once again the Ranger's agility saved him. He grabbed the closest soldier and tossed him on the giant, gaining enough time to pull out his pistol and fire a charged blast that disposed of the remaining opposition. He moved ahead.

A half transparent platform hovered above his head. He bent his knees and jumped, landing on its smooth surface. A large door was built many feet higher, meant to hinder further progress.  He leaped towards the opposite wall, bounced off of it and smashed the door with a dashing air kick. A secret room was revealed, full of goodies, including a yellow bolt. Now he could replenish his energy and perform his devastating super attack. Soon, he would find the boss commanding all those mindless minions and start a nice conversation with him. 
Power Rangers Super Legends is a side scrolling platform/ beat’ em up, based on the famous TV series. In case you ‘ve never heard of them, the Rangers are a team of super heroes who use impressive martial arts to protect Earth from hostile aliens. I admit I did not watch the series when I was a kid, so I cannot say how close the game is to the show. However, I enjoyed it thanks to its tight controls, variety of moves, colorful graphics and cool sounds.

There are several locations, including a traditional Japanese mansion on the mountains, ancient desert ruins, a high-tech factory and the ordinary alleys and rooftops of a city. In each stage, your objective is to reach the exit but frequent energy barriers block your path until you clear all foes. Enemies are humanoid and attack you in small groups; beating two or three of them simultaneously is satisfying.


There are environmental hazards too, sush as flame jets or chasms. Occasionally you face a boss; if you beat them him, or her, he transforms into a huge giant, forcing you to become enormous too, by merging with all the Rangers. The gameplay changes accordingly and you need to press the right buttons at the correct moment to win.

When you die your score is reduced and you are revived on the spot. If you can run out of points you will die permanently but this never happened to me. As for the game’s length, there are few stages which are not very long. You can try to improve your score after each level and there are various Rangers to choose from, however, all characters play the same and there is no option for a higher difficulty.

To sum it up, Power Rangers Super Legends is a good arcade game. Combining style with fast action and cool, strong heroes it reminded me of another platform game on PS2, Kim Possible. The few hours I spent on it were worth it.

Game Information

Platform:
Sony PlayStation 2
Developer(s):
A2M
Publisher(s):
Disney Interactive Studios
Genre(s):
Action, Advenure
Mode(s):
Single Player, Multiplayer
Other Platform(s):
Nintendo DS, PC

Source:
Purchased

Article by Dimitris
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PK: Out of the Shadows - Retro Reflection

Couldn't find a nice PS2 Cover for the article

When I was a kid I loved reading the adventures of quarrelsome Donald, his naughty nephews and greedy uncle Scrooge. They were funny and full of surprises and helped my mind travel away from my everyday life. Later I started reading Marvel stories but I always had fond memories of Disney’s comics. So, it was natural to buy a platformer that featured Donald Duck as its hero.

“Donald Duck PK” seems like a decent platform game at first. The hero becomes Phantom Duck and must stop an alien invasion, guided by a mysterious artificial intelligence and armed with a laser pistol and small jetpacks. The obstacles you face and your abilities are well balanced and the controls are responsive: “X” for jumping, “□” for shooting, R2 for locking onto a target. There are platforms that disappear after a while, anti-gravity fields that propel you upwards, moving giant machines, pools of toxic liquid, rotating electric beams and, of course, plenty of bottomless pits.


Upgrades include a grappling hook and a charged shot, for shattering enemy barriers. Aliens, who look like ducks, fire slow moving projectiles and you have to dodge their fire and shoot back. Donald hovers by tapping the jump button repeatedly and occasionally he encounters a sealed gate and needs to manoeuvre a tiny flying robot through a maze to open it.

Green spheres are scattered in each level and you must collect at least 15 to activate a checkpoint; thankfully, even if you miss a few you can still collect enough to activate all checkpoints, thus relieving you from the frustration of replaying large sections of the game. Moreover, every stage contains six captured scientists and you should save as many of them as possible to enter the alien mothership later. The fast action, colorful graphics (mainly purple and blue) and reasonable difficulty made the game fun to play until…


…I realized it had nothing to do with Donald Duck! There was not a single stage involving the places I knew and loved from the old comics, such as Donald’s house or Scrooge’s vault. As for Donald, his behavior and voice did not remind me of the comics or cartoons at all and his dialogues made me cringe. The action and level design also started to lose their initial entertainment value as the same obstacles and aliens were recycled. Thankfully, I completed the game soon (it took me about 4 hours in total).

“Donald Duck PK” showed to me that appearances alone do not make characters and high playability does not make a game exciting. You will find here many ingredients of good platform games but the lack of inspiration on behalf of the designers is disappointing. Even the hero is not called Phantom Duck, although he wears his distinctive black, red, yellow and blue uniform. It is as if the producers could not acquire a licence to use anything from the comics except for Donald’s appearance. And that’s what they did, they fooled their customers into thinking they were going to enter Donald’s magical world but offered them a generic, humorless platform game instead. “PK” is by no means bad, however, compared to platformers like “Ratchet and Clank” or “Kim Possible”, its lack of character is obvious.

Game Information

Platform:
Sony PlayStation 2
Developer(s):
Ubisoft Montreal
Publisher(s):
Ubisoft
Genre(s):
Adventure
Mode(s):
Single Player
Other Platform(s):
Nintendo GameCube

Source:
Purchased


Article by Dimitris
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The Punisher - Retro Reflection


Story

After witnessing the brutal murder of his family during a mob hit, ex Vietnam war veteran Frank Castle launches a never ending war against crime, taking no prisoners and showing no mercy. This is not justice or revenge, it is punishment! In the “Punisher” game, you face three major criminal organizations, the Italian Gnucci (my favorite), the Russian mercenaries and the Japanese Yakuza. The mastermind behind them is revealed towards the end.

The story is simplistic and the only plot twist is evident from the start but Frank’s character is portrayed well. Criminals say things such as “It’s the Punisher, he’s gonna kill us all!” and there were two Yakuza members talking, one of them mentioned that Daredevil confronted a hundred thugs and they all ended up in jail or the hospital, the other responded “Yes but we are facing the Punisher, not Daredevil.” and the first one replied “Yes, we will end up dead”. These details depict how notorious and fearful Frank is in the underworld.

Other moments capture interesting subtleties of his character, for example the fact he never hurts civilians or how he still remembers the death of his family -“you don’t know what funerals feel like to me”, he retorts to a police officer-. And there are some hilarious moments too, for example when a thug exclaims desperately “oh no, you’re going to punish me, aren’t you?” or the Punisher, after destroying the villain Bushwacker, thinks “I don’t smile a lot. I don’t smile at all. But if I did, now would be a moment”. Marvel heroes, such as Fury or Black Widow, make short appearances, with little impact though.

Gameplay

This is a third person shooter, like Rogue Trooper, so you move and look around/aim with the analogue sticks and shoot with R1. However, there is an original addition which makes the action different and very enjoyable, the “instant kill/shield/interrogation” mechanism. Let me explain: when you are close to an enemy you can kill him instantly by pressing “□” or grab him by pressing “x”. Instant kills eliminate even the toughest foes, which normally can only be killed if you shoot them in the head, and give you “blue energy”, required to enter “slaughter mode”. During this, the Punisher is strong as a beast and replenishes lost health. Grabbed enemies can be interrogated or used as shields.

A successful interrogation (keep the enemy’ tension high for three seconds) gives you points, spent to buy upgrades at the end of each stage, such as increased armor. It also gives you information, for example the location of hidden stashes of guns. A shield protects the Punisher from enemy fire (unless he is attacked from the back or the side) as he carries the criminal around with an iron grip and fires with his free right arm. He can even reload a shotgun while doing this, Terminator style! Crooks show no sympathy for their captured friend so they fire at you until the shield’s health is depleted. It is funny to hear them say things such as “”sorry Mike, better you than me!”.

Nevertheless, when you lose a shield you may simply grab a new one! You can always interrogate someone after using him as a shield and vice versa, or instantly kill him, so the aforementioned mechanism is both effective and flexible.

Brutality

You can never have too much violence in a game, right? I am joking, however, Frank Castle is not: besides instant kills or failed interrogations, which end up in breaking someone’s neck or shooting him at point blank, each stage has spots for “special interrogations”, for example you can threaten to throw a thug in a piranha pool, burn him in an incinerator or crash him in a giant press! If the interrogation fails the criminal has a most painful and bloody end. There are spots for special kills too, e.g., in the jungle the Punisher tossed a mercenary to a giant snake for a quick snack! And let’s not forget slaughter mode, during which you slash, stab and smash your enemies like an unstoppable death machine. Sweet!

Graphics/sound

The game’s scenery is often detailed and interesting, such as the luxurious, stylish mansion of Ma Gnucci, Tony Stark’s tower, loaded with high technology devices, or the Yakuza base, which features a traditional restaurant, smooth, wooden floors and ancient suits of armor. Even the zoo is nice, with a variety of locations for keeping animals and alternate routes. Other places, like the docks or a meat factory, are not exciting, nonetheless, they are well designed.

The sound includes excellent voice acting for Castle, as the actor playing him captured the character’s mood and personality. The music is fantastic and you should definitely listen to the game’s soundtrack on youtube. I also liked the sound effects for the various weapons.

Flaws

Not much to point out here. There were a couple of boss fights that could have been better, for example the fight in the attic, which took me a long time to complete (that Gnucci mobster really run like a rat in a maze!), and I think Frank should be able to carry more guns, as you can only hold one “one handed” and one “two handed” weapon at a time (for example, two pistols and a shotgun but not a shotgun and an assault rifle). Also, a more developed story would help, since the designers took for granted the player already knew characters such as Kingpin or Bullseye.

Conclusion

In conclusion, the “Punisher” is a must have game for fans of the comic or shooters. It has colorful graphics that keep changing, great sound, perfect controls, exciting gunfights and mega violence! I even loved the newspaper clips, which show how the media can distort events to create a fictional “truth”. Do not miss.

Game Information

Platform:
Sony PlayStation 2
Developer(s):
Volition
Publisher(s):
THQ
Genre(s):
Third Person Shooter
Mode(s):
Single Player
Other Platform(s):
Microsoft Xbox
PC

Source:
Purchased


Article by Dimitris
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Final Fight Streetwise - Retro Reflection


Final Fight was a popular beat ’em up in the early nineties that also gave birth to a series on SNES. The story featured a fearless mayor, named Haggar, whose daughter was kidnapped by a criminal gang that controlled his city, so he set out to save her, aided by his two friends, Guy and Cody. Those two guys later became characters in the Street Alpha series but Haggar never made it, maybe because there was already Zangief, another super muscular dude.

Final Fight Streetwise includes the above heroes but, inexplicably, they are not playable; instead, they only appear in specific stages and fight alongside you. The hero is a generic guy who earns money by participating in underground battles, tries hard to sound tough and searches for his missing brother, Cody. Gradually, he discovers there is a new criminal organization in town, which manufactures a powerful drug that threatens to destroy the fabric of society. To be frank, I couldn’t care less, as I prefer the classic “save the princess” type of story.

Another thing I found strange is the game’s structure: instead of putting the player in stages where he/she confronts groups of thugs, defeats a boss and progresses to the next stage, thus creating a sense of fast pacing, here you have small areas, connected to each other, for example via a train station, that are supposed to be parts of a town. However, these areas are so small and movement in them is so limited (you cannot enter most buildings, except for a few shops) that this “town” looks fake.


The graphics are not appealing either. Old school beat ‘em ups often had colorful backdrops with details that caught you attention but Final Fight’s locations are bland, showing few colors and lack of style. As for the sound, I don’t recall anything particular about it.

So far Final Fight Streetwise seems like a loser, nevertheless, I enjoyed it. Why? Because it offered what I mainly expect from a beat ‘em up: the opportunity to smash dozens of bad guys mercilessly using easy to learn controls. Indeed, the main character delivers punches to all directions with speed and devastating power. You may find yourself in a dark alley surrounded by half a dozen thugs but in a few seconds they all lie on the ground. Besides your fists, you can use deadly weapons, such as knives and bats, or purchase special moves and other upgrades, necessary for the last stages. Those small additions provide the game with some much needed variety and increase the fun level.


Besides fighting gangs you also face stronger opponents in a ring and a few bosses. Those are much stronger and cannot be defeated just by mashing buttons. Unfortunately, Capcom thought it would be a good idea to have the player face something different in the last stage, namely… zombies (I am not kidding). This decision is both illogical and irrelevant to the game’s theme and although they tried to explain it (zombies are created by the aforementioned drug) it harms the game. Thankfully, the zombie area is not long, although it is by far the hardest stage and I only vanquished the final boss with the help of luck.

To conclude, Final Fight Streetwise is a half-hearted effort on behalf of Capcom. It seems as if they did not trust their own series and could not decide how it should evolve. In addition, the production values are mediocre. I could recommend F.F.S. to fans of beat ‘em ups, like myself, since there are very few games of this genre on PS2. However, if companies like Capcom cannot revive their own franchises I do not expect beat ‘em ups to return to their former glory.

Game Information

Platform:
Sony PlayStation 2
Developer(s):
Capcom
Publisher(s):
Capcom
Genre(s):
Beat 'Em Up
Mode(s):
Single Player
Multiplayer
Other Platform(s):
Microsoft Xbox

Source:
Purchased


Article by Dimitris
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World War Zero - Retro Reflection


Dozens of first person shooters have been produced since the 1990s, when the genre first appeared. Most of them follow standard rules that make them enjoyable even when they are of average quality. World War Zero is one of those average games that offer a few hours of mild amusement and then they are forgotten.

The story takes place in an alternate Earth, about fifty years after the first World War begun and …never ended! It seems that Britain, France and the United States did not defeat Germany and Austria in time and a new force emerged: Russia, which tries to control all Eurasia. The war has been waged for decades and the hero is an officer who undertakes a crucial mission involving the construction of a secret weapon. It is a pity the designers did not take advantage of the game’s unique premise and made it look and play like any other first person shooter. The only thing that shows you are in an alternate world is some text-only, repetitive radio messages and the fact that you fight soldiers dressed in Russian uniforms.


The action starts in the trenches and soon you go to other places, such as an occupied town and an armored, gigantic train. Unfortunately, most locations you visit are generic and boring, for example, empty, repetitive buildings and tunnels. The graphics are average at best, including the blocky character models. As for the sound, there is no music and the moans of dying enemies sound silly.

The gameplay focuses on marching forward and shooting anything that moves. I liked it when I had to escape a prison lab and find a gun immediately or activated a crane to jump on a departing train but most of the time the action is unexciting. Occasionally you are asked to kill an enemy officer and there is only one boss, at the end, which needs about 30 rockets to die; at first I thought I had encountered a bug! The level design is linear and exploration is very limited.


There is an auto aim mechanism, however, it is so effective it requires no skill on behalf of the player: when you point your target near a foe it locks onto him automatically and all you do afterwards is keep the fire button pressed. Weapons include a shotgun, a flame thrower, a rocket launcher and a sniper rifle although most of the time you use the assault rifle, which is deadly at close or long range. You find plenty of ammo lying around and save points that look like radios. Do not play the game on the easy difficulty, though, because it is almost impossible to die.

World War Zero is a first person shooter that does only what is necessary. Though it is highly playable and offers fast action, its production values are mediocre and there are many shooters on PS2 which are certainly better. I am afraid this war will never end…

Game Information

Platform:
Sony PlayStation 2
Developer(s):
Rebellion Developments
Publisher(s):
MC2-Microϊds
Genre(s):
First Person Shooter
Mode(s):
Single Player
Multiplayer
Other Platform(s):
PC

Source:
Purchased


Article by Dimitris
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Knights of the Temple - Retro Reflection


Medieval history and hack and slash games are among my favorite things, so I was glad to discover Knights of the Temple on PS2. The story is about Paul, an idealistic new member of the famous Knights of the Temple, a powerful group of warriors established during the Crusades. Paul finds out his beloved Adelle has been kidnapped by the corrupted bishop of Belmont, who plans to bring hell on Earth by performing a diabolical ritual. Unfortunately, what follows teaches you nothing about the Templars and the plot is simplistic and uninteresting.

Knights of the Temple is a pure hack and slash game: Paul massacres enemies in melee combat, using swords, maces and axes (there is also a bow that is rarely used); the action is fast and enjoyable, making you feel like a human killing machine. Besides melee attacks, which can be combined, you gradually acquire spells and special moves (eight in total). Spells can heal you, make you invulnerable or hurt enemies; they consume magical energy, accumulated by killing adversaries. Special moves break through defenses or deal extra damage; they require stamina, which is replenished very quickly automatically.


There are a few puzzles too, like changing the water level in the sewers or rotating zodiac symbols on a map to open a gate. The level design is linear, however some side rooms contain health items, spell upgrades or new weapons.

The atmosphere of the first level is fantastic, as you fight in narrow stone corridors against possessed monks who wield scythes and move like puppets with broken strings. In the desolate town of Belmont you are attacked by armored thugs and escape through the harbor. Afterwards, you travel to the city Acre, where you battle in yards against Saracens with turbans and curvy swords. Then you go to sacred Jerusalem, Petra, a giant monument carved in stone, the lava pits of hell (which makes no sense at all) and Belmont, again.


Technically, the game is nothing special: few colors are used, for example you see lots of grey and brown at Belmont, and the PS2 textures are a bit unclear and blurry. What I did not like is that after Acre you see the same scenery and enemies often; in addition, Jerusalem is reduced to a series of generic yards and buildings with countless doors you cannot open. The sound contributes to a sense of dread when you are in the monastery and changes appropriately in the Middle East. The controls are perfect, making combat easy to handle and fun. The face buttons are for melee attacks, blocking (essential) and interacting with the environment. You save at the end of a stage and there are save points too, which can be used only once.

In general, Knights of the Temple offered a mixed experience: I loved the bloody action and dark atmosphere but the second half is less good and the ending is disappointing. Fans of medieval themes and the hack and slash genre may be interested in it.

Game Information

Platform:
Sony PlayStation 2
Developer(s):
Starbreeze Studios
Publisher(s):
TDK Mediactive
Genre(s):
Action
Adventure
Hack & Slash
Mode(s):
Single Player
Multiplayer
Other Platform(s):
Microsoft Xbox
Nintendo GameCube
PC

Source:
Purchased


Article by Dimitris
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Constantine - Retro Reflection


In the old days, video games based on movies often were hastily made and disappointed fans. "Constantine", on the other hand, is a rare specimen that, in my opinion, is better than its source material.

The movie, starring Keanu Reeves, was about a man who had the gift to detect and banish demons back to hell. The plot was not clear and I could not understand what was going on. The game has the same strange plot, as the writers take for granted that you are familiar with the hero and his world. Thankfully, after a while it becomes apparent what you are trying to accomplish and there is even a nice surprise towards the end. Constantine's character is portrayed in an interesting way; although his past remains unknown, his broody demeanor, heavy responsibility and sense of humor made me like him.


The gameplay relies on exploration, third person shooting and puzzle solving. Exploring is necessary to find ammunition and upgrades or simply locate the exit of a dangerous place. Puzzles require some thinking and observation or even traveling from one world to the other (remember Zelda?) but they are never cryptic. The controls are perfect, allowing you to destroy demons with a variety of blessed weapons, such as a shotgun, a crossbow, a flame thrower and a nail gun (my favorite). You can also throw holy water flasks at possessed humans or cast spells by tapping buttons in the correct order. I loved "storm crow", which strikes monsters with lightning bolts while everything moves in slow motion and the screen trembles; super cool. Constantine can also see in total darkness and detect hidden doors or spots of interest by activating his special vision.

Generally, the game has an amazing atmosphere thanks to a combination of sharp, detailed graphics, dread-evoking scenery and excellent use of sound and shadows. Whether you descend to hell, where the sky is red and flames devour everything, explore a hospital flooded by monsters, try to find your way in a dark building basement or simply study the hero's notebook, "Constantine" pulls you into its scary, occult world.


There is not a big variety of monsters but they look hideous and attack in different ways, for example some crawl on ceilings and others teleport or fire projectiles. You save only at the end of a stage but you can replenish your health by drinking water from water dispensers (this reminds me of "Indiana Jones the Emperor's Tomb") and your mana regenerates over time. Nevertheless, it is important to find as many upgrades as possible to increase your maximum health and magical energy.

"Constantine" impressed me with its fine presentation and enjoyable action, mixing elements from the shooter and survival horror genre successfully. All its aspects, from its level design to the weapons to the cards you find scattered around to unlock extras, are crafted with attention to style and playability. Regardless of the movie, if you own a PS2 this is a great game.

Game Information

Platform:
Sony PlayStation 2
Developer(s):
Bits Studios
Publisher(s):
SCi Games
Genre(s):
Action
Adventure
Mode(s):
Single Player
Other Platform(s):
Microsoft Xbox
PC

Source:
Purchased

Article by Dimitris
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Batman: Rise of Sin Tzu - Retro Reflections


Batman Rise of Sin Tzu is a beat'em up game, like the ancient Double Dragon (1987) or Final Fight (1989). However, this time the hero is not some generic muscular dude who tries to save his girlfriend from thugs; it is the Caped Crusader himself. The story involves a master martial artist and strategist from the Far East who sets out to conquer Gotham by weakening and finally defeating its renowned defender. To accomplish this ambitious goal, he sends three super villains against the Dark Knight, accompanied by waves of criminals who flood the city streets. Should Batman fail to stand up to the challenge, he will lose not only his beloved city but his life too.

Rise of Sin Tzu did not receive much appraise in the past but it's easily one of my favorite PS2 games. To begin with, it offers pure beat 'em up action: no enemies with huge life bars (Urban Reign), no silly activities like buying clothes (Beat Down), no complicated control systems (Death by Degrees); just run forward and beat mercilessly anyone who dares to cross your path. Batman is powerful but not invulnerable. Your moves are strong, however, you need skill and speed to survive. Whenever I disposed of thugs, rescued a civilian or performed a spectacular move I felt a sense of satisfaction that kept me playing till the end.

As in most respectable melee combat games, two attack buttons are available, one for punches and one for kicks, allowing you to make combinations instead of just mashing the same button continuously. The strongest attacks are those with the "delay" mechanic, meaning that you need to wait a fraction of a second before inputting the next command (for example, "punch, punch, delay, punch, delay, punch"). Initially, I thought they might be hard to pull off but if you observe Batman's animation carefully you won't have a problem. Combos with the delay mechanic are spectacular and are necessary for the last chapter and the last boss, Sin Tzu. Moreover, as Batman performs successful attacks or collects red orbs left by defeated adversaries, a meter is filled. Once it is full super moves can be activated. After you perform a super attack the meter is slowly depleted, however you can still activate supers as long as it has some juice left.

Besides punching and kicking, Batman can jump, grab enemies, block, dodge, taunt and use gadgets. I had forgotten blocking was even an option until I had to deal with Sin Tzu's energy field, which cannot be avoided. Dodges are handy for escaping a narrow situation and even knock down foes. Concerning gadgets, there are three kinds of them: batarangs do not deal damage but they stun foes and their upgraded version hits up to four targets; in addition, they are infinite. Gas bombs incapacitate bad guys around you for a few seconds but are limited in numbers. Lastly, the famous batgrapple disappoints since it is not used to access higher levels or traverse chasms; it just lets Batman jump away and kick enemies in a row.

The level design is linear and your goal simple: beat everyone in the vicinity and a flashing arrow will show you the direction to follow. If you fail to clear the area within the time limit you lose a life and get 15 more seconds, so sightseeing is not recommended! Often you find barrels that can be blown up from a distance with a batarang, catching criminals in the explosion, and you can also lift heavy objects, such as crates, to smash some thick heads. At the end of a stage you earn points based on your performance (more points are awarded for stylish combat) and buy new moves, upgraded gadgets or tokens; those unlock extras at the menu screen, e.g. character models.

Technically, the game is not a masterpiece, nevertheless, it is visually and acoustically pleasant. Batman's animation is impressive, including rising uppercuts and mid-air kicks. The scenery is nice, reminding of the animated series with dimly lit alleys, chambers with marble floors, docks, a factory and Arkham Asylum, drawn with appropriate colors and style. The music is different from what I expected, nevertheless it works fine, setting up the right mood. The sound effects emphasize the action and the voice acting is good too. I especially enjoyed Batman declaring "I am vengeance", a reference to Ubi Soft's other game, "Batman Vengeance".

The difficulty is raised gradually: you may punch and kick to all directions to complete the first two chapters but enemies get tougher afterwards and learning new combos is vital. Chapter four is even more challenging, as you face thugs with claw weapons, like Vega in Street Fighter, and rely on gadgets and special moves to win. Sin Tzu, in particular, is a very worthy opponent, even on the easy difficulty; without special tactics you will never defeat him. The other bosses, Scarecrow, Clayface and Bane, are not nearly as hard but they involve different attack patterns. I found it interesting that Bane appears in the batcave and if he grabs Batman he breaks his back (thankfully you only lose a portion of health when this happens instead of being crippled)! Chapters are divided in short stages and health bonuses help you stay alive. Sometimes you may even find an extra life. The game has replay value too, since multiple difficulty levels and characters are selectable. Besides Batman, Nightwing, Batgirl and Robin wait eagerly to prove their mettle. Personally I have completed the game on "easy" and intend to try the "normal" difficulty soon.


Though I have no complaints, a possible sequel could benefit from a couple of improvements. First, the Batman universe has fascinating characters, so it would be intriguing to learn something about them as the story unfolds. Also, a little exploration and climbing could add to the gameplay, as long as its core is unharmed and you don't end up dying repeatedly by falling in chasms (once again, "Batman Vengeance" comes to mind).

To conclude, Batman Rise of Sin Tzu was really enjoyable. Its fast pacing, cartoonish graphics and old school beat 'em up action won me over. If you expect intelligent gameplay and intricate level design you will be disappointed; on the other hand, people thirsty for traditional arcade action will find a purpose here.

Game Information

Platform:
Sony PlayStation 2
Developer(s):
Ubisoft
Publisher(s):
Ubisoft
Genre(s):
Action
Mode(s):
Single Player
Coop
Other Platform(s):
Microsoft Xbox
Nintendo GBA / GameCube

Source:
Purchased


Article by Dimitris
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Future Tactics - Retro Reflections

Cover image taken from http://www.thecoverproject.net/view.php?game_id=3412

There are few strategy titles on PS2 and I was lucky to discover Future Tactics. The game combines colorful graphics with turn based combat and a simple command system. Its production values are nothing special but it was challenging and fun.

The adventure takes place on Earth, in a future that is not clearly identified. Aliens that look like humanoid insects and carry advanced weapons have attacked us and destroyed civilization. The hero, Low, is a young, careless man who struggles to survive with his father and little sister, Pepper. Soon, the father is killed and Low has to raise Pepper on his own. Later you meet more persons, who help you in fights. However, the plot and character development lack coherence and could use more work.

Concerning the action, you don’t gather resources, construct buildings or develop technologies. You simply control a small team who has to achieve a goal in each mission, for example, destroy all enemies or reach the exit. If all characters die you must restart the stage. Combat is divided in turns. First, it is your turn to act, then it the enemy’s turn, then yours again, etc. What makes the game different is that almost everything, including the ground, can be destroyed. One blast can vanquish a large rock and a few laser shots are enough to reduce a house to ruins.


During your turn every character has to be given orders: move, attack, rest. Moving is done freely inside an area with a green perimeter. For example, if you are in the middle of a settlement you can run from one side to the other as many times as you like during one turn, provided, of course, you stay in the green area. You can even climb on natural formations and constructions to reach bonuses or aim at your enemies from a better position. Have in mind that aliens communicate with each other, so if they see you they will be on alert. Attacking is ranged, using a manual targeting mechanism, or melee, if you stand next to an opponent. There are two types of weapons used: pistols and rocket launchers. The more accurate you are the more damage you deal, it is possible, though, to miss completely and deal no damage at all. Generally, the rocket launchers seemed promising but they proved to be unreliable. The pistols are much preferable, however, you cannot choose weapons; every fighter has standard gear. Each character has one attack per turn unless you get the “x2” upgrade.

After you have attacked you can still move, mainly to find cover, inside an area with a blue perimeter. To complete a character’s turn you “rest”; make sure you do that in a safe place, for example behind a wall or inside a deep crater. During resting you can heal or activate your shield but there are limitations: the shield, which absorbs damage, needs two turns to recharge, and if you are shot while healing you lose a lot of health. Thus, it is important to choose wisely when to heal, activate the shield or simply rest.

The controls are practical: you select icons for all actions and move the camera freely to spot enemies, picks-ups and places of interest. If you are unsure about whether you should attack an alien you can activate the targeting mechanism without firing, to calculate if the shot is possible. The game also shows you the perimeter of the blue area before you fire so that you can judge whether you should attack from the current position (it is almost suicide to shoot and leave your character open to enemy fire afterwards).


Scattered around, you find health packs and toolboxes that provide extra abilities: zoom-in for precise aiming, increased damage, etc. When you pick up an upgrade you select the character who equips it, which comes in handy. Upgrades are often hidden, e.g. you may have to blow up a boat or building to find them. In addition, upgrades require certain character levels to be activated. Levels are gained by hitting or killing enemies. If you lose and restart a mission you keep all experience gained and upgrades collected so you never feel that your effort was wasted.

The graphics are nice but far from impressive. The textures and polygons do not provide for high quality scenery and the character models are a little crude. On the other hand, there are many things I liked: the cartoonish design style, how everything can be destroyed, the lively colors and variety of locations, including a village, ruined bridge, snowy square, windmill and alien installation. The sound is good. I loved the explosions and the aliens’ screams or how they complain when they are about to be exterminated. The music also complements the action properly, whether it is carefree and light or eerie and ominous.


The game is not long or difficult so I completed it without many problems. I have to point out, though, that the second, third and fourth stages are hard: if a character is killed you lose immediately and enemies are very strong. However, things become more fun afterwards: upgrades make aiming easier and dead characters can be resurrected after a mission, so you do not have to keep everyone alive to win. Besides, the aliens have two important weaknesses you can take advantage of: they die instantly if they fall in water and they stay inactive if they have not spotted you.

Future Tactics was a pleasant surprise. Fans of hardcore strategy will find it shallow but those who want simple turn-based alien-blasting action can appreciate it. I wish it had a sequel, with better graphics, a decent story and richer gameplay. The basics, however, are solid.

Game Information

Platform:
Sony PlayStation 2
Developer(s):
Zed Two
Publisher(s):
Crave Entertainment (NA)
JoWood Productions (EU)
Genre(s):
Strategy
Mode(s):
Strategy
Other Platform(s):
Microsoft Xbox
Nintendo GameCube
PC

Source:
Purchased


Article by Dimitris
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Killzone - Retro Reflections


Killzone is one of many first person shooters that were produced for PS2 and was successful enough to spawn several sequels on different consoles. Although the game follows a standard formula it stands out thanks to its quality.

First of all, the graphics may not be on par with those of "Black" or "Farcry Instincts", nevertheless, the variety of locations, such as bombarded streets, burning buildings, docks with giant cranes, rocky mountain paths and even a space shuttle, or visual effects, including snow, rain, smoke and wind, are certainly impressive. Colors used are limited to grey and brown mainly, to create a "war-like" atmosphere that is not common on PS2. This becomes a little tiresome eventually but the jungle and snowy slopes at the second half of the game change things considerably. As for the enemies, you will mostly encounter guys with black suits and red goggles. At later stages, new types of foes appear, with heavy, bulkier armor.

Killzone is not a "run and gun" shooter. Even on the easy difficulty enemies are not eliminated quickly because they use cover and your standard assault rifle lacks accuracy. In addition, the targeting mechanism is not very smooth, so it is not easy to aim precisely even if you adjust the sensitivity; I usually finished stages with an average accuracy of 20%-25% although I activated the zoom-in feature all the time. A lot of ammo was wasted, apparently, but this is to be expected if you try to hit a small target in the distance with a weapon that spreads bullets everywhere. However, this particular combat style, where you hide behind a wall, rock or anything else, fire a few shots, hide again and repeat, works well. It motivates you to be cautious and use the environment to your advantage, especially when you flank the enemy. In addition, Helghans, your foes, often do not shoot immediately, which allows you to adjust your aiming.


Most of the weapons are nothing special and some of them are rarely used, such as the sniper rifle. One noticeable exception is the chaingun, which has formidable power and great accuracy. If you play with Rico you can have two different chainguns simultaneously, so this character is the best. At the first half of the game you should save the chaingun for elite soldiers, however, as you approach the end ammo is more abundant and enemies get tougher, so it becomes your most reliable gun.

Since I mentioned Rico I should point out that you begin with Templar, the hero, however, you acquire three more characters before the fifth mission. You choose which one you control after completing a mission and the rest follow you to provide support in battles. Unlike, for example, "Brute Force", you cannot issue commands to them but they cannot die either. Generally they are not very efficient, nevertheless they draw enemy fire, giving you a chance to aim, and make encouraging comments when you perform well.

Killzone is long, at least for a first person shooter: there are 11 missions and every mission has 2-4 stages. So, this is not a game you will finish in one weekend and its value for money is satisfying.


Concerning the controls, you move with the left analogue stick, aim with the right stick and shoot with R1. Pressing L3 allows you to run, which is necessary when you cross an area under fire to reach cover. You pick up ammo and guns from dead foes and there are some health packs too. As in "Rogue Trooper", your health is partially replenished if you rest for a few seconds, which is another reason for not being in a hurry. The goal in each stage is to reach a specific location; sometimes you need to operate consoles to progress but most of the time you move forward in linear areas.

Despite the game's length the story remains basic: a war is waged between humans and Helghans, green, bald guys who have invaded one of our planets. The hero, a brave, dedicated captain, is given a crucial mission related to the planet's defense. Almost nothing is explained concerning the background of the two opposing parties or why they fight. The four characters of your team are presented without many details but I enjoyed the conflict between Rico and Hakha, a Helghan spy who joins your cause.


Killzone has nice music at the menu screen and the sound effects during battle are enjoyable. Helghans shout commands to each other and scream agonizingly when they die, which helps you know what is going on and act accordingly.

To sum it up, Killzone provides a rich shooting experience on PS2, offering lots of stages, challenging action and impressive graphics. It does not attempt to be original but its programmers knew the genre's formula well. This is a solid addition to anyone's collection.

Game Information

Platform:
Sony PlayStation
Developer(s):
Guerrilla Games
Publisher(s):
Sony Computer Entertainment
Genre(s):
First Person Shooter
Mode(s):
Single Player
Cool
Other Platform(s):
N/A

Source:
Purchased

Article by Dimitris
Share:

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