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GAMES YOU'LL
WANT |
HALO: A stylistic art
design not involving giant boobs (a rarity among
American first person shooters as of late),
characters and a story you'll care about, the best
controls ever for a console FPS, and the insane
ability to destroy the game's physics engine makes
it a must buy for anybody.
DEATHROW: A great Speedball
clone with lots of swearing and a wealth of
gameplay options. One of the biggest surprises on
Xbox so far. O-TO-GI:
Arguably the best game for the system right now
(which will be out here in September thanks
to Sega). It's an epic, beautiful mix of
Devil May Cry, Onimusha, and Gun
Valkyrie's play mechanics.
AMPED: Super amazing
snowboading game. I'm not kidding. It’s a
snowboarding game in the fashion of the overlooked
Sega Saturn classic, Steep Slope Sliders.
JET SET RADIO FUTURE:
Smilebit thankfully simplifies some of Jet Grind
Radio's play mechanics (specifically the graffiti)
and delivers a faster paced, bigger experience
that still stands as the most Japanese experience
on Xbox.
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The
following XBox lists were written by Phil Estes, a
regular contributor to The Gameroom
Blitz. | | |
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GAMES YOU
WON'T |
WRECKLESS: It looks grand,
but Bunkasha's Super Runabout clone is atrocious
to play and a total headache. Pray to the video
game gods that Maximum Chase comes out here (it's
much better). GUN METAL: It's
Circus Peanut bad. A lousy robot/jet transforming
game with poor mission design and terrible
graphics. STAKE: Hysterically
bad. If you have $30 to burn I'd almost recommend
getting this extremely lousy blend of Power Stone
and deathmatch garbage (it plays like a fighting
game but records "frags" and features
respawns). This is, easily, the worst game on
Xbox. CRAZY TAXI 3:
Hitmaker's latest is extremely lazy: the game
sports insanely hard crazy box games, poor level
design, and awful Dreamcast quality graphics.
PULSE RACER: So bad it makes
baby Jesus, Buddha, and L. Ron Hubbard cry. A
futuristic cart racing game whose hook is that
your driver gets a heart attack... IF HE DRIVES
TOO FAST. Lord. NIGHTCASTER 2:
EQUINOX: Nightcaster is bad, but
NightCaster 2 is worse. It's ugly, it has dumb
techno music, and it’s the sequel to a game that
never needed a sequel, let alone be made in the
first
place. | | |
REVIEWS
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Sometimes, you can't know how truly
wretched a game is until you experience the trauma of playing it
firsthand. Such is the case with 50 Cent: Bulletproof, the
wrongheaded third-person shooter starring cow-eyed, pudgy-faced
rapper Curtis Jackson. You can read reviews of Bulletproof for
the rest of your life and it still won't prepare you for the horror
of playing it!
The nightmare begins with the storyline,
a paranoid fantasy with 50 Cent and his partners in thuggery getting
swarmed by every jack-booted thug in the state of New York. If
this is some kind of c-o-n-spiracy as the instructions suggest, the
villains, dressed in SWAT gear and armed with the loudest and
largest guns this side of Ted Nugent's house, aren't doing a very
good job of keeping it a secret! Anyway, as 50 Cent unravels
the tightly knotted string of broken Christmas tree lights that
passes for a story in this game, he meets a drug-pushing doctor,
Eminem (who really should know better), and the mastermind behind
the sinister plot against him... Charles Nelson Reilly! He
hasn't seen a paycheck in thirty years, and he's pissed!
Well, the lead villain kind of
looks like Charles Nelson Reilly, but with the graphics as dark as
they are, who could tell? We're not talking about the kind of
dark that sets an effective mood, either... no, playing this game is
like experiencing the onset of blindness. Everything is either
pitch black or rendered in hues outside the visible color
spectrum, bringing back haunting memories of the original,
light-deprived Game Boy Advance. The only difference is that
you can't set Bulletproof directly under a flourescent lamp to
brighten up the characters and their inner-city
environment. You'll just have to be thankful for the few
things you CAN see, even if they're not as attractive as they
are in other, better, Xbox games.
While on his illin', chillin',
and 40 ounce swillin' adventures, 50 Cent coughs up a random
assortment of canned, profanity-laden catchphrases, hoping against
hope that one of them will stick. The music is similarly
persistent and twice as obnoxious, with four or five different sound
bites from the rapper's albums played ad nauseum. Did the
designers of Bulletproof loop together fifteen second clips
from a small handful of songs to preserve space on the disc, or is
50 Cent's work really this monotonous? Whatever's the case, it
won't be long before you start to feel like the test
subject in a sadistic mind-control experiment conducted by the
RIAA.
Of the many crimes against humanity that
50 Cent: Bulletproof commits, none are as atrocious as the
gameplay. You'd need a naughty list the size of Santa's to
cover all the mistakes the developers made when creating this
game. On the rare occasion that they actually do something
right, they manage to screw it up with another dumb design
flaw or unnecessary play mechanic. Take the melee attacks, for
instance. Cowboy Curtis never runs out of ways to bury his
combat knife into an enemy, making the instantly fatal blows the
most entertaining part of the game. Of course, since it's so
much fun to dispatch soldiers at close range, the developers
included a sluggish stamina meter to make sure you can't use the
knife more than once every thirty seconds.
Brilliant!
Wait, it gets better! Say you're
standing near a door or next to a corner when you pull off the
knife attack. While you're bissecting that gun-toting agent,
another goon will jump behind you and stick an Uzi in
your back. The moment the counterkill animation ends,
you're pumped full of lead and forced to start the stage from the
beginning. You're not given a chance to defend yourself,
because you've used your knife attack for the week and the game's
clumsy manual targeting makes it impossible to aim for that soldier
hiding in your blind spot. If you're thinking your posse's got
your back, think again... they're as dumb as a sack of rizzocks, and
are all too happy to watch as you get gunned
down by foes you couldn't see.
Situations like this are why you'll be
seeing a lot of the game over screen, with 50 Cent holding out his
arms like a 21st century messiah. The only way you'll keep him
off the cross and in the action is to activate all of the game's
many cheats, including invulnerability, unlimited ammo, unlimited
weapons, and most importantly, unlimited patience. Once
you've switched on all these safeguards, the game becomes almost
playable... but "almost" just isn't good enough when you consider
the many, many third-person shooters on the Xbox that are better
than this one. With an abundance of flaws so contrary
to the point of gaming that they have to be
intentional acts of sadism, Bulletproof truly is worse than any review could hope to
express.
In the 1990's, Electronic
Arts released Road Rash. This intense arcade-quality racing
game pushed both the limits of the consoles available at
the time and stretched the boundaries of its genre with action that
was evenly split between dodging traffic and trading punches with
rival bikers. For many years, Road Rash was the last word in
warfare on wheels. However, this was not to last. Many
lost interest in the games when the controversial Road Rash 3D was
released, and the few fans that remained finally gave up on the
series after playing its terrible follow-up Road Rash:
Jailbreak.
The Road Rash series may be
gone forever, but if Burnout 3: Takedown is any indication, its
playfully rebellious spirit will be around for many years to
come. Burnout 3 may not seem like it has much in common with
Electronic Arts' first successful racing game... you won't find
a single motorcycle here, and none of the characters roll down their
windows to whack each other with lead pipes as they race down the
highway. However, the similarities will become more obvious
after you've spent some time with the game. Like Road Rash,
Burnout 3 is as much about forcing your opponents off the road as it
is racing past them. You'll use your car as a battering ram,
shoving the other racers into oncoming traffic, concrete dividers,
and other road hazards to bring them to a violent halt and steal
their position in the race.
Burnout 3 takes much of its inspiration
from the Road Rash series, but you could also draw parallels to
another once great racing title, Sega's Crazy Taxi. That game
encouraged you to not only take your passengers to their
destinations in the fastest possible time, but to keep them
entertained on the way there with leaps over ramps and close
shaves with other vehicles. Instead of using high scores as an
incentive to perform these hair-raising stunts, Burnout 3
rewards you with "boost", a limited supply of supercharged fuel
that increases your speed and adds ferocity to your
attacks.
All this is enough to make Burnout 3's
races sadistically entertaining, but there's more to the game than
just fighting for the finish line. There's a lot more variety
here than you're likely to find in the average driving game... in
addition to the expected races, there are especially demanding
one-on-one competitions, endurance contests stretched across several
races, and my personal favorites, the road rage and crash
modes. These modes make the most of Burnout 3's destructive
tendencies, challenging the player to lay waste to aggressive
computer opponents and streets packed with unsuspecting
drivers.
The Burnout franchise and its creators,
Criterion Entertainment, were recently purchased by Electronic
Arts. The effects of this acquisition are obvious when you
compare Burnout 3: Takedown to its predecessors, released by the now
defunct Acclaim. The rough edges in the first two games have
been sanded out thanks to an increased production
budget... crashes in particular are even more stunning than
before thanks to more complex damage modeling and busier
streets. In Burnout 2: Point of Impact, a dozen car pile-up
was the best you could hope for... in the sequel, you can get
double that amount with a little effort.
More importantly, the promising but
simplistic play mechanics in the Burnout series have finally reached
their full potential in this third installment. The takedowns
give the gameplay more variety, and give the player an outlet for
their frustration when an opponent zips past them or pushes them off
the highway. You no longer have to sit there and take it when
the computer steals your lead... you can fight back, and make it
really hurt! The crash mode (unquestionably the star
attraction of the previous game) has been enhanced as well, with two
new features... aftertouch steering gives you limited control of
your vehicle after it collides with other cars, and the crashpoint
acts as a detonator, letting you take out what's left of your car
and anyone unfortunate enough to be near it in a fiery
explosion. Crashes have also been integrated into the
game's other modes, elevating them from a fun extra to an
important element of the gameplay.
If there's anything wrong with Burnout 3,
it's Electronic Arts' stubborn insistence on merging it with their
other product lines. Advertisements for other EA titles
are scattered throughout each track (great, now I can see Tiger
Woods' constipated grimace in yet ANOTHER game...), and
the effective instrumental soundtrack from Burnout 2: Point of
Impact has been replaced with second-rate heavy metal from
Electronic Arts' EA Trax library. Sure, you get a pretty cool
song by hard rock rebels The Ramones along with music by such
instantly forgettable bands as The Von Bondies (isn't that what they
call Married... With Children in Germany?) and Fall Out Boy ("Look
out! Radioactive Man!"), but frankly, The Ramones sound a whole lot
better in Tony Hawk's games.
Also, what's with that DJ? It's
amusing that the designers created a radio station devoted to a
sport so extreme nobody could possibly survive it, but Striker's
flip attitude and repetitive comments become so grating that you'll
start to wish that he was along for the ride when you send your car
hurtling into the side of a gas tanker. If the enhanced
graphics and more stable online support weren't reason enough to buy
the XBox version, the ability to select your own, non-crappy
soundtrack almost certainly will be.
The default soundtrack and Striker's
obnoxious chatter may not win any awards, but the rest
of Burnout 3 definitely has a few coming. One that
immediately comes to mind is "Most fun racing game since the glory
days of Road Rash."
"Oh wow... Capcom
High. I haven't been here in over fifteen years! I love
what they've done with the place, though... sure looks a lot nicer
than when I was taking classes!"
"Wings?
Legendary Wings?"
"Hey,
MERCS! You're looking great! It's like you haven't aged
a day!"
"Thanks! So
what have you been up to lately, girl? I always wondered what
happened to you!"
"Oh, me?
I'm a housewife now. Remember Section Z? We were dating
for a while, but then I met his little brother. He's a little
complicated sometimes, but a whole lot deeper. We got
married... we've got three kids now!"
"It's hard to
picture you as a mom, you know that? You were always the wild
child here at school... bombing monsters, collecting treasures, and
flying into all those bearded stone faces..."
"Yep, those were
fun days. Hey, can you believe the turnout? Just about
everyone's here!"
"Well, not Black
Tiger. He's on a business trip with Magic Sword and
Strider. You know them... they're probably riding around
in a fancy black limosine or something. They're supposed
to be back in town soon, though... maybe we'll see them at the next
reunion."
"Hello, Mr.
MERCS. Hello, Ms. Wings. Did you sign the
guestbook? I recommend you take a look at it. It's
really quite nice... we even have pictures of all the students from
back in the day."
"Yes, Principal
Vulgus, we've signed the book."
"Yeesh, old
Vulgus is still around? He was sooooo boring! And weird,
too!"
"Heh, some things
never change. So, would you like to meet my cousin, Forgotten
Worlds?"
"Oh, yeah!
I remember you! You were such a stud, but man, that metal dial
was SO tacky!"
"Where have you
been? I ditched that old thing a LONG time ago. I've got
analog sticks now... they're a whole lot cooler!"
"Good
choice! I wonder if Higemaru is around. I always had a
bit of a crush on him..."
"Er, Wings,
didn't you didn't hear? Let's just put it this way... they
don't call him He-gay-maru for nothing. That's him, hanging
out with Exed Exes and that annoying foriegn exchange student Son
Son."
"I see what you
mean. He always did seem find of flamboyant, huh? And I
see Son Son is just as obnoxious as ever. She just goes on and
on... isn't there any way to shut her up?"
"There's all the
usual cliques... the 1942s in the corner, and the Ghosts 'n Goblins
standing around the punchbowl. Talk about a rough crowd...
they still scare me, and I served in the
military!"
"I always
wondered why 1943 and Kai keep hanging around with 1942. They
can do better than that."
"Hey, Wings,
isn't that Street Fighter II? He's the one behind
Gun.Smoke."
"Geez, I can't
see ANYTHING behind that giant cowboy hat! Hey, Gun.Smoke,
take off the ten gallon! This isn't a Travis Tritt
concert! There we go... ooh, ouch. Wow, MERCS, he looks
so old!"
"Yeah, he was
working fourteen hours a day the moment he got out of high
school. They just never gave the poor guy a vacation. It
really took a toll on him."
"Hey,
Wings! MERCS! Long time no see! Remember that time
that... uh, um... oh yeah. You remember when we stuffed the
hall monitor in his locker?"
"Yeah, poor
Bionic Commando. Nice seeing you again, Street Fighter
II."
"Wow, MERCS, he's
so..."
"Yeah, he suffers
from memory lapses. Takes him way too long to bring up
anything now. One time, it took him a couple of seconds before
he could even think of his own name."
"That's
sad. At least his cousin is still looking pretty
good..."
"Final
Fight? Yeah, we still work out together. We've always
been pretty close."
"That's cool, but
I hope you're not still hanging out with Trojan! All that guy
ever did was make condom jokes and brag about the size of his
sword..."
"That was kind of
amusing for a while, but yeah, it got old eventually. I think
he's here, but you can always ignore him."
"Oh wow, look at
the time! It was really nice catching up with you,
MERCS! We should do it again sometime!"
"Yeah,
definitely!"
It's been a while
since I've written a really nasty and vindictive review, but boy
does this game ever deserve one. Take a dozen of Capcom's
least appealing characters, throw in an inept newbie with a
thirst for blood matched only by Strawberry Shortcake, then roll it
all in a lumpy batter of lackluster Shinkorou artwork and
imitation Guilty Gear guitar riffs. What you get is a crispy
fried turd of a game that would be lucky to find its way on the left
hand side of an evolutionary chart.
Capcom Fighting Evolution is Capcom's
half-hearted attempt to keep its once great fighting game
franchises alive... or at least, in a persistent vegatative
state. Street Fighter II, Darkstalkers, and Street Fighter
Alpha are all represented here, along with the less impressive
Street Fighter III and Red Earth.
All of the characters appearing in Capcom
Fighting Evolution play exactly like they did in their original
series, which would be perfectly fine if not for two serious
problems. The first is that Capcom chose fighters that have
either been milked dry in the past, or duds that nobody in their
right minds would want to play... IF they had any other options
available. Mammoth mummy Anakaris hasn't
gotten any less awkward to use, and Urien is still a toned down
clone of Street Fighter III's Gill, quite possibly the worst
fighting game boss ever.
At least they're marginally useful.
That's a claim you can't make about the heroes of Red Earth, a
side-scrolling beat 'em up released exclusively in Japan. None
of the four characters from Red Earth make the transition to a
versus fighting game especially well... they were designed to carve
through dozens of mindless foes, not engage in strategic combat with
a single opponent.
As a result, they're ill-equipped to
fight the rest of the stars of Capcom Fighting Evolution.
Some, like the bug-eyed nautilus Hydron and dinosaur/ram/chicken
hybrid Hawzer, are so gigantic that they're easy targets for the
more nimble characters' fists and feet. The others just don't
have the arsenal of special moves necessary to put up much of a
fight against tenacious fireball chuckers like Ryu and
Guile.
The terrible character selection alone
breaks Capcom Fighting Evolution in half. Sure, the game has
that same responsive control you've come to expect from Capcom (you
know, back when the company actually gave a damn about the Street
Fighter and Darkstalker series), along with new backgrounds and a
soundtrack that's pleasant enough, even if it is hopelessly
derivitive of what you've already heard in the Guilty Gear X
series.
Sadly, you can only go so far with a
solid game engine and competant audiovisuals. Marvel
vs. Capcom 2 has both of those. So does Capcom vs. SNK 2, and
Darkstalkers Chronicles on the PSP. The difference is that all
these other games were designed with special care, and a love for
the genre that Capcom has long since lost.
Just when did Capcom's enthusiasm for
fighting games vanish? Maybe it was the day the Dreamcast
died. Perhaps its programmers just need a break
after fifteen years of Street Fighter II rehashes.
Whatever's the case, Capcom Fighting Evolution
will leave players every bit as indifferent as the people who were
forced to make it.
Not so much
controversial as eagerly discussed, Team Ninja's (who with this
release solidifies itself as the Russ Meyer of the video game
industry) Dead Or Alive Extreme Beach Volleyball finally
creeps its vaguely prepubescent backside onto the Xbox... and proves
to be a surprisingly solid arcade-style volleyball game coated with
a light simulation glaze (no pun intended, I swear to
God...).
DOAXVB's "story" involves Zack winning
the Dead Or Alive 3 tournament, then using the earnings to hold an
all-girl volleyball tournament on a paradise island, sans the
obligatory dwarf. Much to chagrin of the girls, the tournament never
actually happens. So all involved proceed to hang around the island
for fourteen days, playing volleyball and doing "other things."
You know, like hopping around in their teeny weeny
bikinis.
You start out by selecting a girl
and heading for the island. You'll initially meet up with
the newly introduced Lisa, who will show you around the
island, then proceed to join with you to play against the other
girls in two on two volleyball matches.
From there, Dead or Alive Xtreme
Volleyball becomes a strange beast of a game. In order to keep your
partner, or get new ones, you have to travel the tropical sunny
island via static menus to purchase swim suits, accesories (hats,
sunglasses, goggles, different colored balls, bracelets, hair clips,
flowers etc.), and items (things that would relate to the interest
of each character, like Prototype Xboxes, Aromatherapy things, and,
er, cherry pie...). Each girl has a hobby, color, and favorite food,
and you must figure out who likes what in order to get them as a
partner, keep them happy, and eventually get them to wiggle
themselves into some of the game's more revealing (read:
skanky) swimsuits. Money, referred to as "Zack Bucks", is earned
from the volleyball matches and a couple of mini-games. This
in turn is spent on swim suits, accessories and items to please
your partner and butter up future partners. And if you're
really nice, they'll be really nice and will give you swim
suits, accessories, and items. It all plays out like Sim-Girl
lite. Or Girl Crossing. Or Theme Sex chick. Or Front Office amauter
scantly clad girl volleybally (I got a million of
these...).
Besides volleyball, the aforementioned
money earning mini-games consist of a poolside "hopping"
game, roulette, a few slot machines, and casino poker and
blackjack with Dead Or Alive girl-themed playing cards offered at
Zack's island casino. The hopping game can be played when you go
poolside and serves as a calibration tool for your analog buttons
(if you choose to use analog buttons in game). You apply pressure to
either the B or A buttons to successfully hop along pads laid across
the pool while trying to keep your balance. Doing it fluidly and
within a certain time will lead to more Zack Bucks. The
casino games are fairly straightforward, with the slot
machines each having a theme associated with each girl. An
apparent "trick" to the slot machines floating around is that if you
and your teammate win several matches, and if she's happy, you can
go to her slot machine and rack up some big money. However, I
have yet to get that to happen.
The actual volleyball, the supposed meat
of the game (once again no pun intended), is fairly well executed.
The right analog stick puts your teammate in various defensive
postions (move her toward the net, move her back to set up a spike
etc), while the B and A buttons handle receiving and attacks (if
using the analog setup, it's just B and A with different pressure
applied for light and heavy attacks, and receiving while using the
digital mode just assigns light and heavy to each of the Y, X ,
B and A buttons). You can "place" the ball where you want by mixing
the attacks and receiving with the analog stick, which will either
place the ball in a spot the opposing team doesn't anticipate, or in
the case of strong attacks, hits a player so hard that she can't
respond fast enough. Scoring and traditional volleyball rules are
tinkered with: there are no lines for the court like in Sega's Beach
Spikers and single player mode has matches going to 7 points in
order to keep things snappy and fast paced.
AI is marveously handled. Games are
greatly affected by how well you and your teammate are getting
along, and how your oppenents are getting along. If your teammate is
"enthusiastic" you can usually dominate matches. She'll
knowingly block shots, deliver ace serves and set up spikes or
volleys. If they're rated at "usual" they'll cooperate but not act
on their own nearly as much, and if they're "unwilling" they will,
quite literally, stand around and play with their hair or suit, or
mess up serves, volleys, and spikes. The allowance of the right
analog stick for formations cuts down a little on the iritation of
having an unwilling teammate, but, unless you're REALLY, REALLY
good, you're usually screwed going into the match. However, you'll
typically know how they're feeling, and how your opponents are
feeling before you go into a match.
When considered as a volleyball game with
a lot of sim-lite stuff thrown in, DOA Xtreme Volleyball is pretty
good. When you throw in all the bizarre, and often questionable,
sexual inneundo DOAXVB becomes a disturbing and even embarrasing
experience (depending on what kind of person you are, of
course). There are several locations in the game (poolside,
private beach, jungle, beachside and a few others) where you can
just watch the girls lay around, ride bikes, run into the water and
"bounce" around or sit in a patio chair stretching and moving
around. You can not only watch them do this, but you can rotate the
camera with the analog stick and zoom in with the triggers. Granted
it isn't as weird as, say, the amazing stuff you can do in hentai
games like Battle Raper, but it leaves the sane mind wondering what
other players are doing while "playing" through these scenes. The
standard Dead or Alive innuendo comes full force in the game: boobs
jiggle quite often, the girls hop around excitedly shouting in
cute Japanese voices after making points, or pout and sit on the
ground when they mess up. They also scream violently when you smack
them in the face with the ball during play. One of my friends got
really excited about this, and not just because he received a
thousand Zack Bucks when he creamed them. Er, sorry again
for the pun.
The game supports custom soundtracks and
itself sports a lot of licensed music, from Bob Marley to Reel Big
Fish. The soundtrack selection is, arguably, one of the best in any
Xbox game to date that actually supports the darned thing, though it
doesn't randomize tracks. That said, you can easily skip tracks you
don't wish to hear. The game, as briefly mentioned before, supports
analog buttons but, from personal experience, you may want to use
the digital button option. It made more sense, to me at least, and
you may get a better feeling of the types of moves you're going to
pull off.
The graphics are, as usual for Team
Ninja, excellent. Everything is bright, clean, and smooth, and the
plastic doll-quality of the game's cast is better than what was
found in Dead or Alive 3. Animation is fluid and nicely done, and
rarely gets in the way of the actual gameplay. The only complaint is
that the computer rendered full-motion video, much like DOA 3's, is
pretty blah (though that complaint shouldn't be lodged against Team
Ninja since the CG was outsourced, just like it was in
DOA3).
On a side note, some of the items buried
in the game are pretty neat and alone almost make the
game worth playing. The "she kicks high" DOA 3 ad is hidden, as
well as a pretty funny ad for the European launch of the game. Also
included are E3 movies of Ninja Gaiden, the original opening for the
first Dead or Alive, and tech demos for DOA 2 that are pretty
interesting.
Dead or Alive Volleyball is
recommended... but just barely. It's better than I expected on many
levels, especially the volleyball game itself. It turned out
much better than the other much highly publicized sex game
of 2002, Acclaim's dreadful BMX XXX. That said, it's not for
everyone. The interaction is done through static menus, the casino
games aren't nearly as interesting as they should be, and while the
volleyball is well handled and deep on some levels, it does
take a more arcade-like approach, and there doesn't seem to be
"enough" of it. No tournaments, no 4 player options, no system link.
There are issues with the camera in the volleyball game too.
The camera stays on one plane the entire time, following the ball,
and without a character indicator of any kind you may find yourself
offscreen from time to time. ALSO, it would've been nice if they
threw the guys in. Not just for the gays, but for a more varied
experience (plus it would've been funny to see Leon pout after
screwing up a spike).
That said, if you've been following this
game since E3, and were obsessed with buying it and seeing Kasumi in
a pink bikini since last May, and you really don't care how shallow
the game is, add three rating points to my review and go to
town. If you want a quality sports title of this ilk and own
multiple consoles, however, don't bother. Go get Beach
Spikers.
Dead to Rights, Namco’s entry into the
dark, gritty (and increasingly oversaturated) crime action genre, is
a mixed bag of hits and misses.
Dead to Rights
is best described as a ho-hum Max Payne clone, but the game is
not entirely without merit. In addition
to mindlessly running around, ducking, jumping, and firing
at more enemies than in a Hong Kong action flick, there are a
few features in DtR that most action games are lacking.
Disarming bombs requires careful manipulation of a marble a'la
"The Irritating Maze"”. Lock picking must
be performed by pressing the button at different intervals in
just the right time. Controlling your character’s stripper
girlfriend to distract thugs and your canine partner to sniff
out bombs gives the player a nice break from the monotony of
gunplay and fisticuffs.
However, it
somehow still beccomes redundant. This is probably because the
gunplay and fist fights are quite tough. You will often
find yourself ALMOST completing the level, only to die
right before your goal. Even if you do succeed, the
next portion of the game begins with the stamina and
armor you had left after your last bloodbath. So after
fighting past dozens of adversaries, you will find
yourself facing a whole new level of bad guys with almost no
health. Thankfully, health and armor are almost always lying around,
but even so, most (if not ALL) of the levels are very unfair
and require a fair deal of luck no matter how skillful you may
be.
The graphics
in the opening sequence are stunning. I wonder why the
actual game’s visuals are so bland. Ditto for sounds, as
the gunshots, taunts, grunts, growls, screams, etc. are nothing
too impressive. I've never played the other console's
incarnation of this game, but I just know the Xbox is capable
of better than this. Dead to Rights is an
only passable action game.
Before they aborted it, Genki announced, and Lightweight
began work on, an Xbox port of the superlative fighting game
Kengo. The Xbox version was to be the game that everyone
wanted on the Playstation 2. One-hit kills, female characters,
cleaner, less Playstation-like modeling, and more multiplayer
options were the order of the day. Alas, a few months after
Genki's announcement, the game vanished off the radar and emerged as
Kabuki Warriors, a much more arcade-y brawler that closely resembles
Samurai Shodown 2 despite the lack of any real special moves.
Kabuki Warriors became synonymous with
crap at the Xbox's launch. It was the one game no one seemed
to want until it dropped to $10. Even then Kabuki
Warriors was still considered garbage, but that's an entirely unfair
assessment. While fellow Xbox titles like New Legends, Shrek,
Azurik, and Night Caster were lifeless graphically challenged blah,
Kabuki Warriors is lifeless graphically challenged blah that is both
mindlessly entertaining and dripping with a strange bit of
personality and a lot of playability. This is mostly because
you can share the game with other players via a generic (I'd like to
refer to it as "straightforward") Vs. mode.
The premise is that you lead a troupe of
ne'er do well actors across theaters in Japan "performing" (a
euphemism for fighting) with other troupes. You are given a
team of three actors initially and are sent off to compete in
theaters. As you progress, you accumulate money which is
usually spent on traveling from theater to theater... the
farther away it is, the more you'll spend. You begin the game
with just one character- the hapless Shinto Priest-donning
Shiroko. As you progress and defeat troupes in best of three
matches you're allowed to trade off players and gain new ones.
At the onset you'll find yourself constantly switching out actors
until you find just the right troupe. Eventually you'll run
into the same actors as you get farther: there's dozens of theaters
to travel to and only twelve real actors
(with twelve more pallete swaps). The goal is to get to
Edo and do battle with the three best actors in all of
Japan.
Moves are incredibly easy to pull
off and don't consist of anything beyond left, right, up, and
down movements coupled with the attack button, allowing for
obligatory slash combos and jump attacks. The game's controls
are much more suited for other genres than a fighting game: A
attacks, X blocks, B jumps, and Y executes a roll which makes
up for the game's limited super moves. Super moves
consist of a single meter, shared by both thespians, and a single
button assigned to performing the attacks.
Since you ARE an actor and you have
to earn money to progress, you must to attempt to win the
diminutive, non-existent crowd's favor. You can gain money by
pulling off an amazing move, or by tapping the white button which
makes your character "dance"- posing for the audience to earn
money and attempt to take over the power meter. When you've
done enough dancing (which WILL make you vulnerable to opponent
attacks) your meter will begin to flash, giving you the que to
unleash a Kabuki Swollen Monkey Ninja Bowels move. Or just a
super move. Each of the game's players has just one and each
vary widely. Gender bending Kikunosuke plunks
down smoke bombs with delayed release. The blonde maned
Ukon, who most closely resembles the Western idea of a
Kabuki actor, turns invisible and gains back health.
Other attacks consist of breaths of fire (the portly Goro), tornados
(Tadanboru), and helicopter spinning blade attacks dubbed the
"Corkscrew Heaven" (the vaguely western looking Gonroku). The
moves are easily defendable with the possible exception of Ukon's
which is just absolutely broken. You can achieve perfect
victories with him once his meter fills up, because his
super makes him almost impossible to hit. The twelve other
"versions" of the characters all have different names but the exact
same moves. This really makes the number of
fighters twelve, even if they all have snazzy alternate
costumes and names.
Outside of the single player mode (the
acting tour stuff), Kabuki Warriors features a Vs. mode and a time
attack mode. Vs. mode is exactly that: you simply do
battle with another player and have at it in a variety of
levels. Time attack is pretty lazily designed: it simply
records how many people you've defeated and in what time before you
finally lose a match.
Kabuki Warriors, despite its name and
gameplay, treats its subject matter with respect. Levels
resemble actual Kabuki stages, menus and in game graphics give the
air of a theater, and the characters are realistic. Kikunosuke
is really a young man dressed as a woman in binding. Goro
looks like the type of crowd pleasing sideshow character that would
breath fire and get money thrown at him. Sukeroku, Tadanobu,
Sadakuro, Kuroko, Danjo, and Hanjo all look like the old Kabuki
actors that would carry some important role such as a
patriarch. Ukon and Kagekiyo resemble the high-minded
flamboyant actors we've all come to think of when we see Kabuki, and
Gonroku looks like a grizzled tough guy. The atmosphere
all works and the graphics and animation stick close to the
theme. In fact, an imperial Kabuki troupe is listed in
the credits for doing all of the motion capture model work.
The stages are less than interesting, consisting of simple wood
textures and high res bitmaps. Also, some of the player
models are sort of uneven. A lot of time seems have been put
into Ukon, Kagekiyo, and some of the more colorful characters, while
others like Kuroko and Hanjo are less impressive.
However, it's nothing too noticable. In the end, Kabuki
Warriors works. Its simple play and strange style gives it the
feeling of a baby project for a bunch of low level
Lightweight/Genki staffers, rather than a simple contractual
obligiation to Microsoft. At $10-20, its current going price,
it's definately worth a shot.
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