Monday, December 28, 2015

Downhill Domination (PS2) Retro Review

Four minutes away from December 29th, and Santa Phil still has more presents for you good boys and girls. What is it this time? Why, it's a retro review of Downhill Domination, an often overlooked PlayStation 2 racer, of course. We're keeping the retro review train choo-chooing into the new year!

Downhill domination or damnation?


In the 32 and 64 bit eras of gaming, extreme sports games were all the rage, and leading the way was one name: Tony Hawk. Thus, a plethora of skateboarding games made their way onto both the original PlayStation and Nintendo 64. Then the next generation came and coming with it were different extreme sports like inline skating with Aggressive Inline, BMX bike riding, and snowboarding with the SSX series. What Incog Inc. Entertainment's (War of the Monsters and Twisted Metal: Black) Downhill Domination shares similarities with is SSX, but instead of shredding down a snow covered mountain with a snowboard, players ride mountain bikes down dangerous mountains and hills. It's a game that both makes me yearn for a return to this glorious era of gaming and one that I can't help but get frustrated at.

The star of the game is the various mountains on stage here. The main mountain races are quite lengthy, lasting anywhere between four to six minutes on a good run. They're all also full of character, each feeling an adventure you're taking from beginning to end. One of my favorite downhill runs has you going through towers, riding down spiral staircases, before you pass through a graveyard, then a series of ancient ruins, all before the final stretch where you blaze through the city streets of a coastal town. And this is all in just one race. The true fun and sheer joy of playing Downhill Domination's races is that each course is teeming with alternate pathways. It's never just one particular path you have to go. You're encouraged to travel off the beaten path (but not out-of-bounds) and take risks to discover killer shortcuts and impressive jump opportunities. Finding the best racing line is something that takes a little patience to perform, but when you finally do discover it, it's a truly rewarding feeling.

Ah! The choices! Which path to take?
Besides alternate paths, courses in Downhill Domination are littered with forests, fauna, rocks, logs, trees, wildlife, secret passages, shortcuts, and more to keep riders on alert and aware of their surroundings at all times. It's absolutely vital to keep your cool and your concentration. Of course, with the length of many of these courses in mind, you're bound to have an accident or two-- or twenty-- in a given run. Whether it's not landing from a jump properly, falling off the track, going out-of-bounds, or crashing into something, you'll be falling off your bike a lot. Thankfully, getting restored and back on the track is a fast enough process that you don't feel cheated when you crash.

Take this oil pipe for a risky shortcut, or just decide to play
it safe and ride underneath it.
Combining the downhill racing action of the SSX series and the combat of the Road Rash line of games, Downhill Domination plays and handles well. If you happen to have the need for speed, then this game will definitely provide it to you. The physics are well done, simulating what I can only help but assume would be how bikes, tires, and riders behave to the numerous obstacle and terrain types Downhill Domination has. Steering isn't too rigid nor too loose, either, offering a pleasant balance. Usually when you crash into something and fall off your bike, it's your fault and you're paying the price for it.

The moose is loose!
As you're rapidly pedaling like you've never pedaled before as you blaze a trail down the mountain, you have other worries to be concerned with. That is in the form of up to nine other opponents to deal with. This is where combat comes in. With a press of the Square button, you attack to your left, while a press of the Circle button unleashes your right fist, lashing out any foolhardy rider driving too close to you. As you continue to deliver the smack down to the unrighteous, your combat skills improve, allowing you to perform more powerful maneuvers like kicks and all the way to bottles that can be thrown, homing in on opponents. You can really hamper the progress of other riders, even knocking them off of their rides, but at the same time, combat is generally not used much because unless you stay with the pack, you'll either be too far ahead of everyone or eating their dust too much to be able to utilize it. Plus, you'll often crash in a race, and this takes your current weapon level in the race and instantly lowers it.

Let's just say this racer isn't looking to bump fists.
Your downhill daredevil has several meters to be on the look out for, such as a green series of dots that show his or her energy. When it has some juice in it, you can double tap the X button to speed up. However, this eats up the gauge quite quickly. However, through pulling off tricks, reaching checkpoints, and collecting green-colored power-ups (one of many power-up types in the game), your gauge gets replenished.

Tricks aren't the most engaging aspect to Downhill Domination's gameplay, but they're satisfying to pull off all the same. That notwithstanding, most tracks aren't meant for you to unleash the trick beast and perform trick after trick. They're just not designed that way and intentionally so. The courses are designed well this way (and as you read earlier, many other ways, too) in the regard that you have to learn the courses to figure out when it's best to trick, and where it's best to trick from. You eventually find your preferred racing line.

Sure, they're showing off, but if you have it, use it!
Still, actually doing tricks is quite simple that even I could do it. When in the air, you can press and hold down a different combination of the shoulder buttons, perform spins and flips midair, to not only give your rider green energy in their gauge, but also to earn points. Points are tallied up at the end of runs , and these transfer over to cold hard cash (also earned from taking out opponents and from what place you finish at) to invest in the bike shop.

The bike shop sports a large variety of things to purchase and unlock. There is stuff that is a no-brainer to have a bike shop like being able to upgrade bikes-- whether it be different models, colors, new tires, etc., purchasing new items, or buying special new features for the game.

There is a sizable sum of playable riders to choose from, though all of them are pretty much derivative vanilla characters whose only real difference is what dialogue they repeatedly squawk mid-race. Each character is also not the greatest to look at, showing that Incog Inc. Entertainment took most of their time giving personality to the courses themselves and not so much the riders that blaze down them.

While the characters don't exactly excite, the amount of single player options for each rider is truly incredible. The main meat and potatoes of Downhill Domination's solo campaign is the Super Career. This puts you in a series of over two dozen events to try to earn enough points in one event to reach the next. Not only are there traditional races where you go down the main course of each of the game's nine mega mountains, but there are other event types, too. One is the mountain cross series of events that are much shorter affairs where you ride up and down moguls, hills, and bumps while tackling tricky and tight turns. The other is the technical downhill series of events where the paths down the mountain are much narrower and require extreme precision to get a leg up on your opponents. You can even pursue individual career types that feature all one type of races, such as free ride (regular races down a long mountain course) or technical downhill.

Time to hit the old dusty trail.
Downhill Domination looks the part of an extreme sports bike racer. Fortunately, for a game that is so superbly fast, you can usually see what's coming ahead of you. This is thanks in part to the phenomenal draw distance. Sure, the camera can be a bit slow at adjusting its angle when you make a steep turn, but overall, seeing upcoming hazards isn't too much of an issue. The mountains are insanely detailed, supporting a dense amount of objects, from rampaging wildlife that can cause you to bail like nobody's business to poor tourists who can get run down by passing racers. The sound of the game can be a bit grating, especially with the repetitive voice clips given by each racer. No, Cosmo. I don't care if you can go even higher next time. You're not four years-old, on a swing set, and I'm not your daddy. Meanwhile, the music is a collection of licensed alternative rock, rap, and hip-hop, the usually fare in an extreme sports game like this one.

In first-person view, you can really see what's coming ahead at you.
Coasting down a mountain with trees, rocks, and wildlife soaring past you; leaping from a high peak, over a crevasse, and into a cavern below; and letting out your frustrations from the day by beating down on your rival riders are all reasons enough to look into Downhill Domination. The game is a pure adrenaline rush and a wild ride. There are some nagging issues that bring down the experience overall, but ultimately Downhill Domination is satisfying to play. By putting the game disc into your PS2, you'll soon realize it's all downhill from here, but rest assured, that's a good thing.

[SPC Says: B+]

SuperPhillip Central's Favorite VGMs - The Final Edition of 2015 Edition

Let's take a quick break from the SuperPhillip Central Best of 2015 Awards! It's my pleasure to welcome you to the final SuperPhillip Central's Favorite VGMs segment of 2015! To cap off this year of great VGM goodness, I have a special edition to share. This week we'll be listening to music all from games on the Sega Genesis. You European and Oceania folks might know it as the Mega Drive. Regardless of what you refer to the system as, this edition of SuperPhillip Central's Favorite VGMs has got the old school Sega 16-bit tunes to it.

We'll start off our Genesis journey together with some action-packed Gunstar Heroes. Then we'll have some platforming fun with Ristar, Tiny Toon Adventures: Buster's Hidden Treasure, and Aladdin. Finally, we wrap things up nice and neat with some Vectorman to get you seamlessly exiting from the groove and back to your day.

If you'd like to wrap up your year with some excellent tunes, check out past VGM volumes at the VGM Database! Now, let's not make these five new VGMs wait much longer!

v1041. Gunstar Heroes (GEN) - Stage 1


We start off the Genesis themed edition of SuperPhillip Central's Favorite VGMs with Gunstar Heroes, a perfect action game where you run, gun, and blow away seemingly endless swaths of enemies both soldier and machine. When this song kicks in, you know you're in for a treat, and that's exactly what Gunstar Heroes was.

v1042. Ristar (GEN) - Dancing Leaves


A previous edition of SuperPhillip Central's Favorite VGMs in what seems like ages ago showed the first "act", if you will, of the first planet of Ristar, Planet Flora's music. Now, we delve into the theme of the second "act", Dancing Leaves. Planet Flora is your traditional tropical themed world, perfect for enticing players into its atypical gameplay where Ristar grabs everything from poles to enemies to get around levels.

v1043. Tiny Toon Adventures: Buster's Hidden Treasure (GEN) - Sunset & Snow


Played in both the first world of Tiny Toon Adventures: Buster's Hidden Treasure as well as the outdoor snow levels, this peppy and jaunty theme fits the platforming action of Buster Bunny. The game itself from Konami sports plenty of secrets, hidden levels, and lots of platforming fun for all ages. Definitely don't sleep on this title if you haven't played it, as I greatly prefer it to the Super Nintendo's Buster Busts Loose, also from Konami.

v1044. Aladdin (GEN) - Inside the Lamp


"You ain't never had a friend like me!" This is the chiptune version of the song that Genie delivers to Aladdin upon the "street rat" discovering Genie's lamp and setting him free. What would you wish for if you had three wishes? SuperPhillip Central's Favorite VGMs would wish for more VGM goodness, but then again, this segment was always one of the more greedy ones on this site!

v1045. Vectorman (GEN) - Stage 1/Stage 6


Vectorman saw two games on the Sega Genesis. Both are action side-scrollers with plenty of platforming, robot destruction, and shooting. Inspired graphically by Donkey Kong Country (essentially being Sega's answer to that game in a visual essence), Vectorman isn't as fondly remembered as Rare's platforming trilogy, but it's still a blast to play from time to time.

SuperPhillip Central Best of 2015 Awards - Top Five Best Original Soundtracks

Welcome to the second list of the SuperPhillip Central Best of 2015 Awards! Today we're checking out the top five best original soundtracks of 2015. It was a good year for music in video games, and as you can tell with my weekly SuperPhillip Central's Favorite VGMs segment, I'm a lover and connoisseur of great video game music. This top five list shows off what I consider my favorite video game soundtracks from games released this past year. Let's open our ears and our minds, and get busy!

5) Splatoon (Wii U)


Splatoon's soundtrack is as off the wall and goofy as the game is! Full of hard rock and strange squid kid vocals, Splatoon combines traditional instruments with some truly eccentric sounds. It all adds up to a soundtrack that is perfect for coating the walls, floors, and opposing squid squad in colorful, goop-like paint.


4) The Legend of Zelda: Tri Force Heroes (3DS)


The Legend of Zelda series is known for its stunning worlds, great gameplay, clever puzzles, and yes, terrific soundtracks. This holds true even for spin-off-like titles like Tri Force Heroes. The music changes when three Links are aligned in a totem (hence full choir versions of regular level themes), and even when heard normally the music is catchy sometimes, soothing others, and always fantastic.


3) Xenoblade Chronicles X (Wii U)


Hiroyuki Sawano of Attack on Titan anime fame, among many other works, delivers an atypical soundtrack compared to the original Xenoblade Chronicles' soundtrack. That said, even though it's quite different in mood and approach, the soundtrack is incredibly riveting, great for moving around the isolated alien world of the game, and terrific for the battles ahead.


2) Yoshi's Woolly World (Wii U)


Cute, adorable, catchy, incredible-- those are just some of the adjectives that can attributed to the sensational Yoshi's Woolly World soundtrack. From bouncy themes like Shy But Deadly and Yoshi and Cookies to more tense themes like Castle, Yoshi's Woolly World fits a variety of moods with its insanely addicting-to-the-ear music.


1) Kirby and the Rainbow Curse (Wii U) 


I was worried that since Kirby and the Rainbow Curse released so early in the year that I would run the risk of forgetting about it. However, when you have a soundtrack this memorable, infectious, and catchy, it's hard to forget! Kirby and the Rainbow Curse delivers a masterful set of music with bright and vivid themes, hum-worthy songs you can bop your head along with, and even a bunch of classic songs given the mighty remix treatment.


The lists of SuperPhillip Central's Best of 2015 Awards continue, wrapping up this New Year's Day! Please join me for even more list fun!

Ty the Tasmanian Tiger (PS2, GCN, XBX) Retro Review

The retro reviews keep pouring in thanks to El Nino! Okay, maybe it's not because of that, but it sure is raining cats and dogs here where I am in the Midwest. Christmas 2015 may be a memory, but I'm still in the mood to deliver some goodness to you good boys and girls. Heck, I'll even deliver some goodness to you evil boys and girls, too. 

This next retro review is for a 3D platformer that I missed out on when it originally released. It's Ty the Tasmanian Tiger for the PlayStation 2, GameCube, and Xbox. 

That's a mad ripper, mate!


My favorite genre in gaming is the platformer. Whether 2D or 3D, if done right, they feed my need for colorful worlds, tricky jump and run challenges, precision jumping, and collecting. What was once a type of game that you couldn't avoid unless you were stranded on a desert island, the platformer is pretty much only served by independent developers now. However, back in the early 2000's and many years prior to that, the 3D platformer scene was bustling, hopping, and bopping along. Many platforming franchises grew from that era of gaming, and one of these was Krome Studios' Ty the Tasmanian Tiger. With a wonderful personality, fun to explore worlds, and precision platforming, Ty's freshman outing is as good as a delicious bratwurst on the barbie.

As a game, Ty the Tasmanian Tiger follows the foundation that Super Mario 64 and games released thereafter inspired from same have laid out. In its most distilled essence, Ty feels closer to Naughty Dog's Jak and Daxter: The Precursor Legacy more than it does Super Mario 64. For one, there is a very good sense of humor that permeates throughout the game that stretches from the computer-generated cutscenes to the banter between characters in levels. Another way Ty the Tasmanian Tiger reminds me of Jak and Daxter is that there are many smaller collectibles to gather known as opals, much like Jak had precursor orbs to nab. Finally, hitting the select button brings up a list of objectives to find and collect the Power Cell equivalent in Ty the Tasmanian Tiger. Like Jak and Daxter, this list is just a bunch of names that feature nebulous hints on what you need to do to get the main collectible, such as "Drive Me Batty" and "Quicksand Coconuts", for instance.

A little rain is nothing for this Tasmanian tiger.
Being a 3D collect-a-thon like its inspirations, Ty the Tasmanian Tiger has plenty to venture around levels for. In the hub area of the game, Rainbow Cliffs, there are 25 rainbow scales to collect. While this is purely optional, collecting all of them doubles Ty's health gauge. In levels themselves, or at least the ones where you can explore and collect stuff, of which there are nine, the main prize (or the Jak and Daxter Power Cell or Super Mario 64 Power Star equivalent, if you will) is that of Thunder Eggs. 

Keep your eye on the prize, Ty-- a Thunder Egg.
There are eight Thunder Eggs in the nine levels, and you get through a myriad of means. Some are as simply as coming upon them in plain sight or after a platforming challenge of some type. Others revolve around assisting NPCs with certain problems, such as emptying a cave out from the bats that inhabit it, to shooting snowballs from a stationary cannon at enemies that want nothing more than to set fire to trees. Four of the Thunder Eggs are earned through the same types of tasks in each level: collecting 300 opals, rescuing five Bilbies (think of them like the Jinjos that needed to be saved in Banjo-Kazooie), beating a race, and satisfying the requirements of the level's main quest. 

Ty might be a month late to Thanksgiving, but he's
still aiming to catch this turkey regardless.
Of those tasks, the one that really slows the game down to a crawl is searching for 300 opals. While it's completely unnecessary to gather 300 opals in every level, or even any level, for that matter, you'll want to do so for 100% completion. Opals are everywhere in levels, usually strewn about, but sometimes they'll also appear in bundles of five within boxes that can be broken. Still, it's a very tedious task to run around levels that for the most part are too large for their own good and some of which are laid out as a point A to point B affair instead of an expansive area. Having to run from one end of a level all the way to another in a point A to point B fashion gets grating after doing so for the third or fourth time.

Eek! The tables have turned!
With nine main levels of exploration, it's a shame that the last three of those feature borrowed assets from previous levels, a rain forest level also with its own water slide portion, a winter wonderland, and a tropical paradise. Despite this, the levels do possess their own personalities and end up being rather engaging exploring experiences. 

What aren't as engaging are the boss battles. Many times you'll slam your head against a wall wondering what you need to do to take down the boss in question. On many occasions you'll spend time just dodging attacks, pondering things like how do you attack the boss, when is there an opening, and the meaning of life. Okay, that last one might be just me. In any case, aimlessly trying anything to do damage to the bosses is not an enjoyable activity by any stretch of the imagination, and it's a black eye on what is an otherwise well designed game.

There's no time to stop and look at the scenery
when there's a rampaging boar behind you, Ty.
Ty himself does not have a huge series of moves in his repertoire. He can run, he can jump, he can throw his trusty pair of boomerangs, and he can bite foes. Early in the game he learns the ability to use his boomerangs to float, giving him more hang time and making him capable of performing longer jumps. 

Speaking of boomerangs, Ty comes across various different boomerangs that each have their own uses and potentials. Of the dozen different boomerangs to acquire, only a handful of them are story-related, meaning you can go the whole game without getting any of the bonus ones, like boomerangs that explode on contact, boomerangs that hone in on enemies, and boomerangs that can pick off foes from far away like a sniper. These boomerangs are acquired through trading golden cogs to a koala in the hub world of the game. Ten golden cogs are placed in all nine regular levels, making it so Ty can go beast mode, making him have the destructive power of a Tasmanian devil instead of a Tasmanian tiger. 

One of about a dozen different boomerangs Ty can use.
These babies are known as Flamerangs. 
Ty controls well enough for the types of platforming challenges required of him. The controls err more towards the side of imperfection, and by no means holds a candle to genre greats like Mario, Rayman, Banjo-Kazooie, etc. There will also be many times where the camera fusses about like a child who has eaten too much sugar. It will spin when you don't want it to, and you'll find yourself actively fighting the camera to make it turn the way you wish it to turn. While death isn't usually the result of the sometimes mediocre camera, it did result in many missed jumps, especially vexing when I'd have to redo an entire platforming sequence because of the camera's attitude problem. Fortunately, even when death does arrive, a checkpoint (in this case, an outhouse) is never too far away.

Ty the Tasmanian Tiger looks good for a game released in 2002. Worlds are colorful, impressive in size and scope (but as I said, sometimes worlds are too big for their own good), and feature plenty of detail to them, such as smaller bugs wrapping around the walls and surfaces of levels. Character models animate well, and the voice actors that breathe even more life into these characters do their jobs just fine. The music is a high point also, offering catchy and never grating themes that you can't help but to bop your head in rhythm to the music. 

The main thing that I'm most disappointed with Ty the Tasmanian Tiger is myself, as I slept on this enjoyable and entertaining 3D platformer for over 13 years. Now, I can't wait to try the other games in the series-- just after I hunt them down, of course. Although Ty's first outing is far from a masterful debut, it's one that makes me glad I gave the series a chance when I did. Now I ask that you, too, give Ty the Tasmanian Tiger a chance.

[SPC Says: B-]

Sunday, December 27, 2015

SuperPhillip Central Best of 2015 Awards - Top Five Best Box Arts

Here we are, ladies and gentlemen, with the very first list of SuperPhillip Central's Best of 2015 Awards! This is the eighth year I've done an end-of-year celebration of all things gaming of the past year. However, it's only the second where I've been doing different lists for each category instead of listing the nominees and then the winner like the first six years.

Regardless, the first list for this awards ceremony is all about box arts. Back in the day, a box art was really all you had to base your purchase off of (or in my case since I was young, all I had to base my mom's purchase of a game for me off of). Nowadays, things are turning more and more digital with downloadable games being more popular than ever before. It's just fortunate that physical releases haven't yet gone the way of the dodo, as I love ogling beautiful box arts on store shelves.

This list of five box arts show off what I perceive to be my favorites out of all that have been released. If you're ready to delve into the world of excellent box arts, then so am I. Away we go!

5) Until Dawn (PS4)


A bone-chilling box art that is perfect to set the tone for the game ahead, Until Dawn's cover is quite striking in its simplicity. It's essentially an hourglass with the snow pouring down from the grizzly skull serving as the hourglass' sand. The snow falls onto the cabin, something that could be perceived as its own character, with the eight college students standing in front of it, out in the winter wasteland.

4) Yoshi's Woolly World (Wii U)


Moving from the macabre to something with a decidedly different flavor and feel to it, Yoshi's Woolly World's box art is a beautiful bounty of color. I absolutely adore how everything has a knit and fabric appearance, much like the game itself. The composition is pleasing to the eye, and the amount of adorableness per inch is just too much to bear. And I mean that in the greatest of ways.

3) Kirby and the Rainbow Curse (Wii U)


We're not done with the Wii U yet. We go from yarn to clay with Kirby and the Rainbow Curse's colorful box art. The design here, from the perfect composition, drawing your eye to the center, to the bright and bouncy colors all around, is fantastic. The box art also does a good job of showing that you'll be controlling Kirby with a touch of the stylus, also made up of clay. It all adds up to a mighty appealing box art that oozes with personality and charm.

2) The Legend of Zelda: Tri Force Heroes (3DS)


There is just so much going on in this next box art that looking at all of the clever and interesting details of The Legend of Zelda: Tri Force Heroes is an entertaining task. We have the three colored Links atop the central platform with a menagerie and who's who of Legend of Zelda enemies like Moblins, Chu Chus, Deku Scrubs, and more. It's a pleasant box art to look at, and it helps that I'm an absolute sucker for The Legend of Zelda series.

1) The Legend of Zelda: Majora's Mask 3D (3DS)


Speaking of The Legend of Zelda, we now arrive at my number one pick for favorite box art of 2015. What we have here is a gorgeous and foreboding box art, all thanks to the brilliant use of light and shadows, depth, space, and composition. It's box arts like these that make me happy that we still see physical releases in a growing digital world. The Legend of Zelda: Majora's Mask 3D's box art is like a magnificent painting, worthy of being viewed time and time again, and each viewing presents something new to discover.