Friday, November 6, 2009
Friday Night Beer N' Game
Wednesday, November 4, 2009
PaRappa The Rapper
As you know most cult classics become thus because they are, well, different. This is a good thing, because originality is king in my book, but every once in a while I stumble across a game that is so weird that I can't help but love it. PaRappa The Rapper is one of those games.
Friday, October 30, 2009
Friday Night Beer N' Game
Monday, October 26, 2009
Jet Grind Radio
Jet Grind Radio is one of them games that isn't afraid to be different. This game, like the characters that reside inside it, continually marches to the beat of its own drum while simultaneously flipping off the statas quo. I just got my Dreamcast, (my collection of consoles is almost complete) and I figured what better way to break in my new system, than with one of it's greatest games. So strap on those skates, and turn the volume to 11, because we're gonna go for a ride.
Background: Jet SET Radio was unveiled at the Tokyo Game Show in 1999. It received a generous amount of attention due to it's revolutionary Cel-Shaded graphics, which give 3d graphics a "Cartoonish" look. Jet Set Radio was developed by Japanese game company Smilebit, and published by SEGA for the Dreamcast. It was released November 1, 2000 in North America, retitled Jet Grind Radio.
Jet Grind Radio sold relatively well, but failed to leave it's mark in history on a console that was slowly fading into obscurity. I never got a chance to play this game back in the Dreamcast's glory days, but I do remember seeing commercials of it on TV, and actually commenting on the "3d cartoon style." So far only one sequel has been released, JSRF: Jet Set Radio Future, for the Xbox. Sporting better graphics and better controls, JSRF is considered by many to be just as good (if not better) than it's predecessor. Recently talks of a third game in development for the Wii have sprung up. Nothing has been confirmed as of yet, but seeing as how the Wii has become a haven for original (and fun) games, I think it's only a matter of time before we'll be tagging the streets again.
Story: This is defiantly the weakest point of Jet Grind Radio, but that doesn't mean much. To me, a good game is defined by good gameplay or a good story, preferably it would have both, but I would still like a game if the gameplay was awesome and the story wasn't that great, or vice versa. That seems to be the case for most people who play Jet Grind Radio, they play for the gameplay. Don't get me wrong the story isn't terrible, just don't be expecting anything too epic or complex. This game, however, isn't about having storytime, it's about fun. The way I see it, a complex story attached to this game would only harm it's fun and carefree atmosphere. So don't read too much into it and just have fun. Well with that out off the way...
Beat, a 17 year old runaway, decides to start his own gang of skaters and graffiti artists after being shunned by every other gang. After proving himself, he eventually gets his first two members, Gum and Tab. The game takes place in the city of Tokyo-to, a city that resembles Tokyo but isn't. Beat's gang is known as the GG's, and their home turf is the shopping district of Tokyo-to, Shibuya-cho. Benten-cho, and Kogane-cho are the two other sections of the city, and are home to the rival gangs the Noise Tanks, and Poison Jam respectively. Another rival gang, the Love Shockers, resides it Shibuya-cho.
You start the game by battling the Love Shockers, an all girls gang made up of heartbroken lovers, as they tag your turf with their graffiti. Soon after, you challenge Poison Jam, a group of thugs that wear fish costumes, kinda like Kratos in Cod of War. While you were away in Kogane-cho, the technophile otaku gang, the Noise Tanks, kidnaps your dog and attaches an Ipod to his brain. All the while you're in battle over the right to run the particular area, the police, led by Captain Onishima, are out to arrest you by any means necessary. The majority of the story is narrated by Professor K, the DJ of the pirate radio station Jet Set Radio.
Okay, so I probably made the story sound more complicated than it really is... oh well.
Gameplay: The gameplay revolves around skating and graffiti. The object of each level is to find all the red arrows, which represent where a rival gang has tagged, and cover up their graffiti with your own. You skate around grinding on rails and doing crazy tricks while picking up spray paint cans. When you reach a red arrow, you pull the left trigger on the controller to start spraying. There are three sizes of graffiti you can spray, small, large and extra large. With the small graffiti all you have to do is pull the trigger and your art is complete. The large and extra large take some more work and more paint, but also give your more points. When you press the trigger, you will enter a mini game. Arrows will appear at the bottom of the screen, and you must move the control stick in the way the arrow designates. If you mess up, you waste a can of paint, and lose some points. Boss battles play pretty much the same way, only the object here is to spay your opponent while they run away from you.
The gameplay is extremely fun and satisfying, but can be frustrating at times. The biggest problem I have is the camera control, in which you pull the L trigger to position the camera directly behind you. This creates a split second jump in the gameplay and can be disorienting at times, especially if there happens to be something behind you. What's even more annoying is the fact that the L trigger is also used to initiate the graffiti scenes. This normally isn't too problematic, until the boss battles. In each boss battle there are three opponents that are running away from you, each of them must be sprayed ten times in order to defeat them. The problem is if you go to spray them but aren't close enough, the camera moves. So what do you do? You pull the trigger again, and you're still too far away, and the camera jumps again. So all the while your trying to tag your enemy, the screen is doing this strobe effect; it doesn't really give me a headache or make me nauseous, but it makes the game look cheap, and takes away some of it's shine.
My only other problem is the weird controls. There not bad, but they take some getting used to. So overall the gameplay is good, nothing spectacular and I was a little disappointed when I found out that all you have to do in order to do a trick is to have enough speed and jump, no complex mid-air controller inputs. There are a lot of other cool features Jet Grind Radio has. For one it has a cast of ten playable characters, each with their own strengths and weaknesses. You also have the ability to change up graffiti, create your own, or download more from SEGA or other players, so the artwork never gets old. Anyone who plays this game will probably play with a smile on their face, I know I did. Even though the gameplay has it's short comings, it's still overall an enjoyable experience.
Graphics: Now we're talking. Few games before, and few games since have had such a unique and colorful style to them. Jet Grind Radio is considered to be the first game to feature cel- shaded graphics, a technique that has now become synonymous with unique games. Not only that the game has a very "Japanese" feeling to it; From Beat wearing goggles, to the anime billboards spread all over Tokyo-to. Usually I state graphical errors that I have noticed, but I haven't run into any. What more can I say? At the time of it's release, Jet Grind Radio showcased some of the best graphics the video game industry had ever seen, and certainly showed off the Dreamcast's capabilities. So, from a graphical stand point, this game is, at least for me, flawless.
Music: This is definitely Jet Grind Radio's greatest achievement. The music is undoubtedly some of the best I have ever heard in my 15+ years of gaming. Every song is like a funky ride into euphoria. It's a combination of rap, hip-hop, funk, techno, rock, metal, pop, soul, and god knows what else the artists of these songs threw in to make an awesome tune. Hell I could almost just turn the game on just to play around with the sound test. The music fits so well with the carefree nature of the game and it's characters, and also goes well with the scenery of the city. If you like any of the genres of music listed, you're sure to love the upbeat music featured in this game.
Originality: SEGA has always had a knack for creating original games, (**cough NiGHTS Into Dreams cough**) and Jet Grind Radio is one of their best. We need more games that feature this much color and style, instead of the dark and dreary post-apocalyptic environments that seem to be in every game as of late. Hmm... if only some company that starts with an S and ends with a EGA would make a new console, we might see more of games that aren't afraid to take a chance. Please SEGA....no? Damn.
Overview:
Story: 3/5
Gameplay: 4/5
Graphics: 5/5
Music: 5/5
Originality: 5/5
Difficulty: Medium
Learning Curve: Slightly High
Length: Average, About 5 Hours
Best Part: Funky Music
Worst Part: Camera Control
Total Score 4.4 Worth Every Penny
Conclusion: The Dreamcast may be a thing of the past, but it's games like Jet Grind Radio that keep it alive ten years later. While it hasn't aged as well as some of the other Dreamcast titles, back at the start of the new millennium, this was top of the line. Jet Grind Radio is a game that should by no means be taken seriously. It's about having fun and listening to some good tunes, and I wouldn't have it any other way.
Next Post Hint: "I Gotta Believe!!"
Friday, October 23, 2009
Friday Night Beer N' Game
Monday, October 12, 2009
Shadow of the Colossus
Yeah I know I'm skipping over this game's predecessor, Ico, which is more of a cult hit than Shadow of the Colossus is, but I have a good reason for that. I don't own Ico... yet. But rest assured when I do get my hands on it I will review it promptly. Besides it kinda works that I should review Shadow of the Colossus first; people who have played both these games will have already realized why, so anyway on with the review.
Friday, October 2, 2009
Random Video Game: Boom Boom Rocket
Well it's my off week, which means I'm still working on my next review. So to stick to my once a week post I decided that whenever I have an off week I will deviate from the cult classics to write about whatever else that interests me in the video game world, whatever that may be.
Thursday, September 24, 2009
Kid Icarus
In the late seventies/early eighties, the Atari 2600 ruled the video game market, even though other consoles such as the Colecovision and Intellivision managed to do fairly well. But in 1983 the bottom fell out of the gaming industry, and video games seemed to be nothing more than just a fad. Thankfully Nintendo, a company that started out making playing cards and eventually arcade machines, decided to take a gamble and create their own console. In 1985 they released the "Nintendo Entertainment System." (known as the Famicom in Japan) Nintendo had the idea to allow third party development of games for their system, increasing the amount of games and diversity. Nintendo also made their own games. Super Mario Bros., The legend of Zelda, and Metroid were among their firsts. But one game has been over shadowed by the success of it's brethren. "He can jump like Mario, collect items like Link, and shoot enemies like Samus." Quite possibly the first video game to be labeled a Cult Classic, Kid Icarus is the game that Nintendo forgot.
Thursday, September 17, 2009
NiGHTS Journey of Dreams
Background: It has been 11 years since the Saturn masterpiece, and the whole time fans have been begging Sega for a sequel. Eventually people got tired of begging for somthing they were sure they'd never recive, and with recent releases from Sonic Team that totally sucked, (I.E. Shadow the Hedgehog) some fans would rather keep playing their Saturn than have Sonic Team butcher another great game. But did you know that a sequel for NiGHTS Into Dreams has been in the works since the final days of the Saturn?
That's right a working title called "Air NiGHTS" was in early development. It was planned to be a direct sequel to NiGHTS Into Dreams, and used the tilt controls present in the Saturn's analog gamepad. Unfortonatly the project died with the Saturn, however the project started up again once the Dreamcast hit shelves, and as any gamer worth his salt will have already realized, the project died yet again along with the short-lived Dreamcast. Though it's thought that the motion controls for Air NiGHTS was salvaged to make Sonic Team's minor hit game Samba de Amigo. (Another Cult Classic I may review someday)
Yuji Naka, lead programmer of Sonic Team, was quoted in saying this when asked about a future NiGHTS release: "I know a lot of people love it and want us to make a sequel, but for us it's a really important game. Like the way Speilburg likes E.T. so much he won't remake it, I don't want to make another NiGHTS.” At this point pretty much all hope of a sequel was lost, now that Sega has stepped out of the hardware buisness, such is the fate of many Cult Classics. However, after years of rumors from various video game magazines, Sega Confirmed that a sequel was in the works on April 1, 2007.
Most people doubted the ligitimacy of this anouncment, since it came on April Fool’s Day, but the conformation stuck and on December 18, 2007, after 11 years of waiting fans finally received the game they had dreamed of since soaring through the skies all those years ago.
Story: The story fallows closely with the pattern of the first game in which you take control of either a boy or a girl. Will Taylor and Helen Cartwright live in the city of Bellbridge. Will is an aspiring soccer player and Helen is a child prodigy of the violin. Will has a big game coming up and he is sad because his dad has to go away on buisness during this time. Helen has a big concert in which her and her mother are going to preform a duet. Helen feels she is good enough to play without anymore practice, and decides to go hang out with her friends, though she feels guilty leaving her mother to practice alone.
As with the first game, both Helen and Will fall asleep with heavy emotions that draw them into Nightmare. They both escape and end up at the fountain of dreams where they meet Owl, a talking owl that acts as your guide through the whole game. Owl tells each child about the Night dimension, and how it is divided by two separate worlds, Nightopia and Nightmare. NiGHTS makes an entrance and asks if the respective child would like to "Duelize" with him, there by sharing his body and allowing them to fly. Each child is hesitate, but agrees and the adventure to retrieve the four missing Ideya begins.
All of the story is told through the use of cutscenes, which are impossible to skip or pause. The story is rather good, and keeps the same style of it's predecessor, but the one downside is the voice acting, which is horrible. It's so bad that I find myself cringing half the time, or straining to understand what each character is saying. Luckily there are subtitles to help you out, but my biggest problem with these is there is no option to turn them off, so my question is why have voice actors at all when you're just going to have everything written down anyway. Not to mention the voice acting is so bad I wish I could turn it off and just read.
I must admit though, that some of the voices do the characters justice. NiGHTS sounds like a young boy or girl, that mirrors his personality. Reala and Wizeman's voices are perfect. Reala's voice is more manly than NiGHTS's and he has this way of speaking that gives off an aura of being cold and maniplative. Wizeman's voice is deep and slow, as if he where speaking through a long tunnel, it kinda reminds me of Sauron from Lord of the Rings. Overall though I'm not very happy with the way in which the story is told, (even though it is a good story) and I would probably dislike this game if it wasn't for the spectacular gameplay.
Gameplay: The gameplay is fun and keeps the series at it's roots while adding new challenges that make this a truly enjoyable game. Things are slightly different though. Instead of flying around collecting blue chips then flying into Mares and retrieving all four Ideya, each level is divided into five different stages. The first stage is always a chase level, you fly around chasing after a bird-like nightmaren. Once you catch him, drill dash into him to recive a key. This key allows you to move on to a different section of the stage and chase after another nightmaren; there are three nightmaren in each chase stage.
Next are the octopaw stages, octopaw is a octopus like creature that flies around creating rings in which you can fly through. When you fly though a ring or collect a blue chip you get 1 link, you have about three seconds to fly through another ring before the link counter resets. The object is to get at least 30 links to complete the stage, and you have five tries to do so. Two of the stages are challenges that vary from level to level and are more like mini games than acual stages. Occasionally you will have a platforming stage, where you play as either Will or Helen and try to find NiGHTS. You go around jumping up on to other platforms, shooting blue chips at your enemies, and solving minor puzzles. These stages aren't terrible, but they do take away the majestic feeling you get from the other stages.
The last stage of each level is always the boss. You face the boss first upon completion of the chase stages, but face a more powerful version of them in this one. Staying true to it's roots each boss unique and has a different strategy you must impose to defeat them. After the boss is defeated a cutscene is shown of the respective child receiving an Ideya. You return to the fountain of dreams and open a chest that contains a persona, a mask that allows NiGHTS to transfom into diffirent things. The game is set up like the first. Each child has three unique levels and shares the final level, but to get the true ending you will have to complete each stage with at least a C rank.
Like a lot of Wii games, you are able to choose between the Wiimote by itself, the Wiimote with the nunchuck, the classic controller or the Nintendo Gamecube controller. When using the Wiimote by itself, a cursor will appear on screen. NiGHTS will fly in the direction of the cursor, but you will have to hold down the A button in order to make NiGHTS go, and use the B button to drill dash. I find this frustrating and my wrist tends to get sore after about five minutes of holding the A button down. Using the nunchuk is a lot better. Since you have a thumbstick, you can push forward in order to make NiGHTS go, so you don't have to hold the A button down. If you really want to enjoy this game though use the classic controller or the gamecube controller, as they have thumbsticks, and shoulder buttons which allow for aerial stunts to be preformed like in NiGHTS Into Dreams. My biggest problem however is that my thumb tends to slip off of the thumbstick. Half the time I'm playing with the side of my thumb and I am forced to readjust in the middle of the game. The more I play NiGHTS Journey of Dreams, the more I wish I had my 3d controller. Maybe someday I'll hack into one for use on my Wii, I'll be sure to post instructions if I do.
Graphics: There really isn't much to say in this category about a game from this generation. Graphics really aren't important to most gamers anymore, seeing as you can pretty much bet that a game is going to have good graphics now a days. NiGHTS Journey of Dreams is very colorful and lifelike and gives the same sense that you are in a dream as it's predecessor. The CG cutscenes are great, but the in game cutscenes are rather choppy and look just like any run of the mill game.
Loading times are the worst; even slower than the Saturn, but I do have to say that once the loading screens are over, the game is really loaded. I can't even once think of a time when the game slowed down or hiccuped. The background is pleasant to look at, and has a lot of depth, but sometimes the foreground gets in the way and there will be a couple seconds where you can't see where you're going. Though the worst thing is that you will get stuck occasionally, and will have to start button mashing to get free. This happened to me after about five minutes of gameplay, and happen to me three more times before the game was over, though the first time was the worst. Overall the game's graphics are good but seem to be unfinished, but what can I say, this is defiantly the best game Sonic Team has made in the last five years.
Music: The music is superb, really setting the mood for what is happening. Dreams Dreams is used very often during the game and cutscenes. 4 different versions of the legendary theme song are used. One for each child's ending credits, a remixed version for the final level, a slower more emotional version for the true ending credits, and you even get to play the song in one of Helen's stages by flying along score lines, having to hit the notes in time with the beat. The remakes of Dreams Dreams are good, but a little more pop culture-e than the original, though they get the job done and fit in well with the rest of the game.
Originality: Yet again there isn't much for me to say that hasn't already been said. Of course the game is original, it's the sequel to one of the most original games in history. NiGHTS Journey of Dreams does a good job of staying away from those video game cliches that are in every game, such as having to have a fire and an ice level, or having to save a princess.
Overview:
Story: 3/5
Gameplay: 4/5
Graphics: 3/5
Music: 4/5
Originality: 4/5
Difficulty: Easy
Length: Short, about 3 hours
Best Part: It's a sequel to NiGHTS Into Dreams, duh
Worst Part: Voice Acting
Total Score 3.6 Worth buying
Conclusion: NiGHTS Journey of Dreams may not be for everyone, but it is defiantly better than no sequel to NiGHTS Into Dreams. Gamers who purchase this game will receive entertainment and joy that few games today offer, and fans of the Saturn classic will not be disappointed.
Thursday, September 10, 2009
NiGHTS Into Dreams
First of all welcome to the Cult Classic Gamer page. My Aim is to break away from the status quo, and dig deep to find the video games that live in the hearts of the few, but dwell in obscurity to the many. So for my first review I thought I'd show you the perfect example of what a cult classic is with none other than NiGHTS Into Dreams on the Sega Saturn, a console that in its self is a cult classic. Enjoy!