Showing posts with label classic. Show all posts
Showing posts with label classic. Show all posts

Friday, March 28, 2014

Crash Bandicoot (PS1, PSN) Retro Review

This past Wednesday we took at look at Klonoa: Door to Phantomile, a charming PS1 era platformer. Now we take a look at what is the system's most well known platformer, Crash Bandicoot. Bean gives us his opinion on the game with this retro review.

Crash Course


Way back before Naughty Dog was making cinematic-oriented games, they were a company that was struggling to find a direction for themselves. Mark Cerny, who at the time worked at Universal Interactive Studios, liked the promise that the team had and asked the studio to try and put that ability into making a new platformer. Many had tried to compete with Nintendo's series in the past, but at the time, only Sonic the Hedgehog had seen any semblance of lasting success. It seemed an odd move, but there was one advantage the team had. The game would not be a simple side-scroller, but a 3D-based one instead. The game, of course, would be none other than Crash Bandicoot, and it would be one that Sony quickly signed on to their Playstation in order to compete with Nintendo. How was this first game that helped put Naughty Dog on the map? You don't have to answer that. I will.

Crash Bandicoot has the titular character mutated into his hero-to-be self by one Dr. Cortex and the sinister scientist's Evolvo-Ray. The animal is subjected to a mind-control experiment from another invention known as the Cortex Vortex, but this machine fails, and the marsupial is tossed out with the trash. During his time in captivity, the bandicoot found a love interest, so I guess we have our standard save the world and get the girl plot that this genre is famous for!


As stated earlier, Crash Bandicoot isn't a standard platformer. The game focuses on platforming in 3D, even in levels that look like they would be traditional, 2D side-scrolling stages. The object of the game is to not only reach the end of the level, but also break every box in your path along the way. This is actually easier said than done in a lot of cases as a good many levels offer a decent degree of challenge to them, whether it be with enemies placed in spots that will hinder your movement or stage hazards that will cause you to plummet to your doom in no time at all. It's certainly not an easy task considering the decent variety in levels and sometimes the not so decent flaws that come along with it.


There's plenty of level types to get going through. Standard stages see Crash running forward through a jungle environment and dealing with the local wildlife such as crabs or aggressive plants. To combat these annoyances, you have the old-school ability to hop right on their heads with the X button or go and use Crash's patented spin attack by pressing square instead. In some cases, you'll have to use both techniques in tandem to be able to take down an enemy. For instance, one level early on in the game sees Crash trying to scale a wooden fortress. Along the way, he'll run into tribesmen that are carrying shields. If you try to spin into them right off the bat, you'll be bounced back until you're most likely pushed right into a pit. That said, if you jump direct on top of a tribesman at first, he'll raise his shield to block you, giving players a chance to spin him out of the way. I do like how it's pretty easy to tell which enemies you'll need to do this on. It's something a lot of platformers, even today, can get wrong at times. Yeah, I'm looking right at you, Sonic: Lost World.


Again, the variety of levels you'll go through in this game's three islands is a nice thing. Even better, many of these types get more than a one-and-done treatment, and I think it's good to refine what you have instead of throwing in everything and the kitchen sink. Platforming on moving lilypads, climbing temple structures, running towards the screen to avoid getting squashed by a giant boulder, and hopping on a hog for a little animal buddy stage, these levels will are generally fun and manage to get the whole fun factor thing down right. There are two examples, though, where I found that not to be the case. These are the bridge and darkness levels.

The former will see you doing thin platform jumps, with some of those breaking almost instantly on you if you mistime your jumps in any fashion. To make matters worse, there are parts in both bridge stages where planks will be invisible until you walk right up to them. This happens at the start or end, depending on which bridge you're on. I absolutely loathed going through Road to Nowhere and falling to my doom after reaching a hidden path just beyond the goal as you have to make a few leaps of faith to cross planks. Miss one jump, and bye-bye boxes. Did I mention that checkpoints in this game don't save your boxes broken progress as they all respawn? Yeah, you have to clear these in one go, or you might as well just back out and start the stage over.


The issue with the darkness levels are that there is that the terrain itself will get in your way more often or not. Taking place in a castle, some parts to these stages have you jumping around doors that I had Crash get stuck on a few times. The worst level in the game, Fumbling in the Dark, is one where you have to jump around doors four times in succession and angle yourself to the sides of the room to both break the level's first few boxes and not fall into the giant pit in the middle of the area. The moment Crash gets caught on the wall, his momentum just halts, and you will fall into said pit more times than you'd care for. As a guy that already can't stand darkness gimmicks to begin with, mixing in more frustration due to a geometry glitch is something I could have done without. Luckily, Naughty Dog agreed as other entries in the series would not have you platforming against the game's physics engine. Good.


So you're going through and breaking boxes, but what's the point? Well, your reward for making it through a level with every busted box is a gem. Most of the time, these will be simple silver-colored ones that do nothing but increase your percentage progress, but there are a few stages that offer a better reward. By making it to the end of those, you'll receive a colored gem. You see, some levels have paths that would otherwise be inaccessible until you earn these crystals. This does make you have to do some forced backtracking to clear out the small number of boxes you were previously missing, but these paths are generally easy enough to get through. I can't get too annoyed with this, but I will say that I wish the gem paths would have occurred in levels beyond the point where I earned them instead of in previous ones.


Boxes themselves have plenty of goodies inside of them. Aside from the game's version of coins known as Wumpa Fruit and extra life ones, there's also a floating mask known as Aku Aku. This magical mask grants Crash the ability to take an extra hit or two depending on how many crates of Aku's you can find. If you get three without taking a hit, you'll turn invincible. Not only does this allow you to plow through enemies like there's no tomorrow, but you'll also tear through boxes and see an increase to your speed. It's only a temporary thing before it reverts back into its level two form, but it's nice when you can earn it. The last item that you can get from boxes are tokens of either Crash's girlfriend, Cortex, or his assistant. In levels where they appear, they always show up in threes. Collect all three, and you'll be able to enter into a bonus round. Depending on which three tokens were collected, you can either collect quite a few more lives and instantly make a superfluous save or get sent to a more challenging area. The two Cortex ones will unlock hidden levels if you can make it to the end of them.


The goal of all this is to get through all three of the game's islands and put a stop to Cortex and his army of both natives and mutants. That said, the bosses in this game are so basic that it's almost a wonder if they were just tacked on for the sake of having them. Most involve you just slowly dodging obstacles that will have no chance of hitting you even on an off day and only take a handful of hits before going down. Even Dr. Cortex himself is simply a matter of dodging his slow-moving chemical concoctions while spinning the correct one back into him. If there's one flaw that Naughty Dog has had over the years, it's that they're usually unable to design an engaging boss encounter.


In the end, I left feeling satisfied but also thought there were enough flaws to keep me from outright recommending it. It has some interesting design decisions at the very least, even if those decisions are a mixed bag. Thankfully, the foundation that was established with this game would be built upon in future installments. That said, Crash Bandicoot is a respectful first attempt at creating a game in a genre that was trying to take off in the mid-90s. As such, I do think it's worth your time, but I won't be surprised if you some of you Crash and burn after playing this game.

[SPC Says: 7.0/10]

- Bean

Wednesday, March 5, 2014

The Legend of Zelda (NES, Wii U VC, 3DS VC) Retro Review

SuperPhillip Central awarded our Game of the Year award to The Legend of Zelda: A Link Between Worlds last year. One thing that a certain member of our staff hadn't done was completed the original Legend of Zelda game. We taunted and teased, but he finally completed it after 28 years on this earth of ours! What better way to celebrate his accomplishment than with a review?

The Birth of a Legend


A game routinely near the top of most greatest games ever or most influential games ever lists, The Legend of Zelda laid the groundwork that many developers would build up from and be inspired by. There's no doubt in many game enthusiasts' and historians' minds that The Legend of Zelda was a game that was clearly way ahead of its time. While that's without question true, how does Link's first ever quest fare today?

The evil Ganon has used his powers to lay siege to the once peaceful kingdom of Hyrule. In the process, he's captured Princess Zelda and locked her away in his Death Mountain dungeon. Players assume the role of the heroic green-clad Link, who must venture into eight dangerous dungeons in order to collect the shattered remnants of the Triforce of Wisdom. It is only then that he will be allowed passage into Ganon's lair, where hopefully he will save the Princess and Hyrule all in one fell swoop. Obviously such a tale is a touch simplistic for today's standards, but the premise was strong back then. Heck, it's still strong for many such as myself today.

The Legend of Zelda totally thrusts the player into an open world made up of individual screens. No direction is given to the player; no tutorials are to be found. There is but a cave on the screen where the player starts that practically just begs the player to enter it by just being there. Inside is a sword, and an old man stating one of the most referenced game quotes of all time, "It's dangerous to go alone. Take this." Even before entering the cave, the world of Hyrule has no gates or fences that block the player into freely exploring. Of course one probably wouldn't get very far with no sword, but it is possible to journey through Hyrule with nothing in Link's sheath.

To this day The Legend of Zelda series
has yet to see as much freedom
given to the player as the original.
This unprecedented amount of freedom has its good and bad qualities to it. For someone who loves to explore every crevice and cavern they come across, getting lost in a new world, and uncovering secrets on their own, The Legend of Zelda's classic Hyrule is a dream come true. However, nowadays its the type of world that will most likely frustrate players, especially those who didn't grow up on "Nintendo hard" games. Instead, they are more familiar with tutorial-filled, hand-holding, hit-one-button-to-win-games that are popular now with consumers.

A lot of The Legend of Zelda's secrets are rather hard to find, and it doesn't help that clues given by the rare denizen of Hyrule (why they all live in caves is anyone's guess) are obtuse at best and mistranslated at worst. Seriously, how would one know to burn a specific bush to find a secret grotto, much more a dungeon that is required to make progress?  Things like bombing a specific rock face on the world map, or burning a seemingly random bush for something now seems amazingly counter-intuitive. Regardless, if one has a serious sense of adventure, they will find it tough to come across many better games that puts that sense to good use than The Legend of Zelda.

Okay, well maybe a lone bush in
the middle of a path is obvious...
As stated, Link's goal is to acquire the eight shattered pieces of the Triforce of Wisdom, and all of these can be found in the game's eight dungeons. Most of The Legend of Zelda's dungeons can be come across right from the game's get-go. In fact, some of the best equipment in the game can be found before even stepping foot in a dungeon. That's great, too, as The Legend of Zelda is an incredibly unforgiving game. Not as bad as its side-scrolling sequel, but prepare to see the Game Over screen a lot. Even with the best armor and the maximum amount of health you can acquire (all done through coming across heart containers), the average player will still discover that the land of Hyrule and its depths are far from a breeze to survive. Monsters can take off three hearts in one shot, and since Link doesn't have too long of an invincibility period after taking damage, the hurt can add up quickly.

"Why did it have to be snakes?"
What further makes the game difficult is how often it throws rooms full of enemies at the player, many of which have foes that can withstand multiple hits of Link's most powerful sword. Then there's how some enemies are able to move diagonally while Link can only swing his sword left, right, up, or down. All of this added to the incredibly finite amount of direction given to the player can make for an exhausting game to play through. Thankfully, the NES original was the first game to incorporate a save battery, allowing players to save their progress, quit the game, and return to it later. This is in contrast to leaving the NES on all night, hoping one of your family members doesn't turn it off, erasing all of your progress. The Virtual Console versions come with restore point functionality (save states), so that is an option for less skillful players (see: me).

These must be the ghosts of players
who never beat The Legend of Zelda.
As for the dungeons, the order of which they can be completed is almost totally up to the player. I say almost because some dungeons can only be accessed with the use of a specific item. These items are generally in other dungeons, and even then, the higher dungeon number Link enters, the more difficult it is.

Dungeons are the most dangerous locations in the game, each made up a labyrinth of rooms that are full of enemies. While foes like Ropes (snakes) and Keese (bats) aren't too problematic, things gets challenging when one has to take on a room packed with Darknuts, knights who can only be damaged from behind, and walk around totally at random. Each dungeon has locked doors that need keys to open them; hidden staircases uncovered by pushing a certain block in the room; special items like the Boomerang, the Raft, the Ladder, the Bow, etc. that assist Link on his journey; and a boss guarding a piece of the Triforce of Wisdom for Link to overcome.

A relatively harmless enemy in Zelda
can still be a bit of a nuisance!
The Legend of Zelda was a technical marvel when it debuted way back in 1987. It featured varied environments, lively character and monster animations, and had over 100 different screens for Hyrule alone. The ability to save one's progress made this lengthy adventure manageable. Top all of that with an iconic soundtrack, and you have the pieces to a great game. While all of this is still true, for a more discerning eye, there is noticeable slowdown as well as a lot of sprite flickering going on.

A game terrific for those who want some difficulty in their action-adventure games, The Legend of Zelda still rises to the task to this day. However, many players today will find the original NES classic The Legend of Zelda too unrelenting in its challenge, not just against enemies but in order to make any kind of significant progress because of its lack of direction and sometimes obtuse design. This lack of any hand-holding certainly is a different feeling than present Zelda games and most other titles released in this day and age. Still, one cannot argue how influential the debut of Link really is to the industry, and how despite all of the issues with the game looking at it with a present-day lens, The Legend of Zelda still presents itself as a truly compelling and enjoyable game.

[SPC Says: 7.0/10]