Here now are reviews of a handful of games I've been playing (or in the case of Amped 2, trying to play) on my classic Xbox.
AMPED 2
Microsoft
Shown here: someone who actually knows what the hell they're doing. (image from YouTube) |
The second answer is that the game cost a little over a buck at Bookman's. Leave me alone. B-
BLOOD WAKE
Microsoft/Stormfront
Microsoft was willing to color outside the lines occasionally with its first game system, as evidenced by titles like Blood Wake. Speedboat combat with a quasi-Asian setting wasn't something you were likely to find on either the Playstation 2 or GameCube. Heck, I have to think back to the obscure Genesis release Bimini Run to come up with something similar... but while that game was dangerously close to torture, Blood Wake succeeds thanks to clearly defined missions, a boat that can withstand heavy fire, and impressive water physics. Hey, when most of the game's graphics are sea, you might as well make it look really good. The cherry on top is the story, told with meticulously detailed sketches and quality voice acting. The sepia-toned drawings add authenticity to the Eastern setting, and give Blood Wake a welcome touch of class. B-
ENTER THE MATRIX
Atari/Shiny
And it doesn't look that great, either. (image from justrpg.com, which evidently isn't) |
In its lesser moments, Enter the Matrix folds car chases, sniping distant targets, and battles with heavily armed choppers into the action, and the game starts to sag under all that dead weight. The awkwardness that permeates the gameplay is never more keenly felt than when you're driving a tip-prone police van with half the screen obscured, and interactive plot points tend to be both needlessly confusing and abusively frustrating. Couldn't they save this stuff for the cut scenes? In fact, maybe you'd better save your craving for bullet time for one of the Max Payne games. C-
GUILTY GEAR X2 #RELOAD
Majesco/Arc System Works
Just when I think I'm out, they pull me back in! For the last fifteen years, I've been in a perpetual cycle of trying to become a Guilty Gear fan, only to be repelled by its quirky design. Special moves are tough to remember with the game's odd button layout, and even tougher to properly utilize. Characters tend to lean toward the weird and flashy, and away from Street Fighter's predictable but comfortably familiar martial artists. There's an emphasis on chaining together lightning-quick combos, with the impact of each blow suffering as a result.
Yet in spite of all my beefs, I want to like Guilty Gear. It's crisply drawn and colorful and imaginative, which is why I keep coming back to it, hoping that someday it will all just click for me. Guilty Gear X2 #Reload comes closer to hitting that switch than any other game in the series. Maybe it's because it's more satisfying to play it on a big screen, rather than the Vita's tiny display. Maybe it's because I've finally found a character who works for me... the swordsman Ky Kiske is as close to normal as you're going to find in Guilty Gear, and the swipes of his blade do meaningful damage even when they're not part of a seven hit combo. I'm still not a Guilty Gear fan, but X2 #Reloaded tilts the scales of my love-hate relationship with the series a little closer toward love and a little further away from hate. B
LINKS 2004
Microsoft/Access
No can dunk, but good fundamentals. (image from Thunderboltgames.com) |
SCALER
Take-Two/A2M
What's unfortunate about Scaler is while it's a perfectly adequate platformer, the included art gallery hints at a more interesting one... something a bit more cartoony and a bit less focus tested. What we get instead is the story of a boy turned lizard who gets sucked into an alternate dimension, then fights non-descript enemies with powers both obvious (claws and a tongue lash) and confusing (a burst of electricity, charged up by surfing rails scattered throughout each lush stage). Scaler is the kind of game that specifically caters to its tween audience, who may be too young to recognize the profound lameness of the hero's snarky quips, and will be happy enough with the diverting gameplay to ignore its many cliches. The adults in the room will get a kick out of Scaler's alternate forms; creatures like a bomb-chucking gremlin and a spherical reptile which use physics to add some much-needed zest to the action. C+
TIMESPLITTERS: FUTURE PERFECT
Electronic Arts/Free Radical
As a general rule, first-person shooters are grim, gritty, and hardcore, punishing less skilled players with swift deaths. TimeSplitters: Future Perfect is absolutely none of these things, making it a welcome addition to this unwelcoming genre. The game was designed by the team responsible for the Nintendo 64 version of Goldeneye, and it shows in both its quality and a wacky, British sense of humor influenced by Free Radical's tenure at Rare. While on the trail of a mad scientist, Sergeant Cortez jumps from one time period to the next, teaming up with a dimwitted goth girl, a secret agent who makes Austin Powers look like Pierce Brosnan, and thanks to rips in the space-time continuum, even himself. Cortez is never at a loss for weapons, packing everything from a simple pistol to a rocket launcher, and each mission is both beautifully illustrated and offers just the right amount of challenge. It's a great introduction to first-person shooters, and a transcendent experience even for those who can't stand them. A-
WILD RINGS
Microsoft/Paon
Fire Pro Wrestling never LOOKED this good, at least. (image from Video Games Museum) |
It would be accurate to say that Wild Rings cribs mightily from the Fire Pro Wrestling series, with an achingly familiar presentation, copyright friendly clones of real life fighters, and fighting that leans toward the technical rather than the flashy. As it is with Fire Pro, the key to victory is to wear down your opponent with slaps and kicks, then work your way up to the heavy artillery of throws and submissions.
Wild Rings isn't as good as Fire Pro- some fighting disciplines have an unfair advantage against others, and I'm still not sure how the grapple system works after sixty plus matches- but this is as close as you're gonna get to the real thing on the original Xbox. Also, you've got to give Wild Rings credit for its remarkably lifelike polygonal characters, certainly an improvement over Fire Pro's steroid-packed puppets. B
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