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Showing posts with label Playstation 2. Show all posts
Showing posts with label Playstation 2. Show all posts

Monday, 29 June 2015

Buffy the Vampire Slayer: Chaos Bleeds (PS2)


Like it or loath it the television series of Buffy the Vampire Slayer should be a good source to make a decent game from, vampires, kung fu, good vs evil and half decent looking women seem like a near infallible combination from which to create an entertaining piece of software. The original Xbox title was decent enough without really being anything truly notable and if you are not a fan of the series there was little to attract you to it, so when the second installment in the all kicking slayer’s gaming adventures fell onto the desk there was a hope that it could actually be ok. Oh dear how wrong we where…

So we have a game which should at least be slightly above average, large levels full of monsters to be hacked and staked, a wide range of weapons and enemies and numerous characters to take control of. Yet despite all of this what emerges is one of the worst games to have ever been made, so let’s begin the postmortem.

First of all, if a developer is making a game closely related to a very popular television show it would seem common sense for you characters to look something like their on screen images, not here though, out of proportion bodies coupled with distorted faces means characters just do not look how they are should. Furthermore, all the voices used are not from the real actors so again instead of Michel Geller you get some strained American half sound alike girl, now this is far from satisfactory when making a title which is predominantly for fans and is lazy and inexcusable.

Let us move onto the next abomination- how the characters play. While each character has a fairly solid, if limited range of punches and kicks there are big gameplay spoiling issues all over the place. First of all every character seems to play almost exactly like every other character which just is not right considering Buffy is a massively strong slayer, Willow is a weak but magically strong witch and when Xanda punching a vampire sends them spinning around in the air it just reinforces the idea that different skins have been placed over the same combat template.

Combat itself has its own set of problems, for a start punches and kicks do not flow very well meaning you are always open to attack after landing your initial strikes and when surrounded by a large amount of opponents you can find yourself being knocked around without ever having a chance to fight back. The title also contains one of the most fascinatingly awful cameras in history. The camera is fully movable by the player but somehow always manages to be right in front of your character so you cannot see a thing and no matter what, enemies will always attack from somewhere you cannot see them, seemingly spinning out of thin air from a place you walked past two seconds before.

So that is bad controls, camera, graphics, sound and combat what’s left?  Level design. Where to start? If you’re not walking around levels that seem completely out of place with the series doing frustratingly dull things that were dull ten years ago then it’s the incredible long levels where you get attacked endlessly by vampires and demons that look exactly the same. It would not be so bad but when a level near enough takes one painful hour of your life to get through it would have been nice to be able to save your game before the end of it. There are continue points but you can only stop the pain and turn the machine off after completing one whole section of shocking boredom.

Buffy: Chaos Bleeds is a shocking game, a turgid stinking pool of primordial ooze that would take millions of years to evolve into anything remotely resembling something that is worth playing. Truly, they just do not make games this bad anymore; in fact they never made games this bad (perhaps with the exception of ET). The only good thing you can say is that it does not contain any ‘bugs’ but then again there is not exactly anything that feels finished about this title to have bugs in.

It’s hard to express how terrible this game is and it is made all the worse due to the fact that it should be near impossible to create such a shocking result from such a rich resource. Avoid it at all costs as you will have more fun sitting in a chair rocking back and forth, strangely the effect this game has had on almost all that have played it.

Overall 2/10




Monday, 15 June 2015

Contra: Shattered Soldier Review (PS2)


Continuing the legacy which stretches back to the good old days of eight bit gaming comes a timely re-introduction of the contra series to an all new generation. So can old school hardcore action still cut it in the days of Max Payne and endless tomb raider sequels? Well in part at least you bet it can.

The next generation of the contra series sticks to the formulae laid down by its predecessors. What we get is a classic side scrolling shooter updated with a 3D graphics engine to make everything look ever so lovely. The screen is filled with all manner of projectiles aimed at you all at once. This coupled with some weird as hell aliens and monsters all adds up to a very satisfying and stylish look to the new incantation of the contra franchise.

Just in case the adrenaline level wasn’t quite high enough the relentless heavy metal soundtrack is cranked up to a level that threatens to blow the speakers straight out of your TV. Add to this some of the most satisfying explosions in gaming history and you find yourself in a game designed to get your heart pumping and your trigger finger itching for more and more.

Gameplay wise you would be hard pressed to find a more responsive control system. Which is lucky as you get about point five of a second to avoid incoming fire as some big creation bursts onto the scene. This coupled with some smart innovations such as being able to lock your fire in a certain position and being able to change quickly between three different styles of weaponry help give you a fighting chance. If only a little one.

The main problem with Contra is the fact that although it’s a very difficult game, it just isn’t very long. You get seven levels, each containing some over the top antics involving flying on a missile, or chasing a train on a high speed bike or even destroying a full screen size killer robot jet skier. But there just isn’t enough of it. The other problem is that while in lifespan of the PS2 Contra was a breath of fresh air, the Super Nintendo version is still better in terms of imagination.

Overall, even though it’s short we would prefer to play this again than play a twenty hour version of whatever the next generic platformer/adventure/fps is. It’s over the top, loud and violent. Basically it’s Contra running on a PS2.

Overall 7/10

Sunday, 14 June 2015

Whiplash Review (PS2)


Another day, another 3d platform title hits the shelves. At least this time however, the developers have aimed to make a game that stands out from the normal hum drum trudge of 3D muck we are so often presented with. ‘Whiplash’ is the story of a Weasel and a Rabbit who break free from a scientific lab and rush for freedom. The two are Hand cuffed together and this is where the twist comes in, the weasel (Redmond) is obviously considerably larger than his rabbit counterpart, he is also completely insane- thus he uses the poor rabbit (Spank) as a kind of medieval war mace. If you have ever dreamed of bashing a scientist to death with a live rabbit this could well be the game for you.

If nothing else the concept of a mad rabbit-wielding weasel is at least an interesting one. The rest of title follows the same over-the-top mad cap style as our heroes rush around trying to free other creatures trapped in the lab (Hamster cannons anyone?). The style of the game is completely insane and there is genuine humour that comes through on numerous occasions. However, with regards to the main characters there is only so many times you can hit someone with a rabbit before it simply is not funny any more. It may be hard to believe, but it does ware thin quickly.

The graphical style fits the theme well with decently animated characters all looking slightly insane and uttering stupid things. Levels are full of destructible scenery to be smashed and there is a decent variety of enemies to fight and creatures to rescue, each more tortured and mad than the last. While the look of the game as a whole is varied from area to area individual levels do have a habit of looking familiar all too soon and follow the basic format of a central hub, with various doors leading off them.

Movement and combat is solid enough, though at times it can be a touch tricky to do exactly what you want to- this is mainly caused by the camera being at some highly irregular angle. This does not happen often and the camera can be moved using the right analogue stick should it become too much of an irritation. Combat is fun yet limited, though you theoretically have a wide range of moves to amass and use it seems highly unlikely you will deviate to far from the standard practice of hammering the X button to dispatch foes.

Our heroes have a wide range of moves with which to navigate the lab, including the standard double jump etc found in all platform titles by this time. There are also more unique moves such as the ability to scurry along wires and zip line using the handcuffs. Think Prince of Persia with a Weasel and Rabbit set in a scientific lab, without the time manipulation and you would not be to far wrong.
Indeed the comparisons do not stop there, most of the levels in Whiplash, Like Prince of Persia, need our heroes to climb to the top of something. Whatever the something may be, it is normally a round shape and involves a section of scurrying, a section of jumping and hooking onto something and a section of double jumping. 

Here lies the biggest problem with Whiplash. No matter what you are doing it all feels like exactly the same thing after a while. You walk along hit some things, jump this, hover over that, hit this, and hook onto that. The formula is repeated in every single level in an almost identical pattern. One Hub section has you doing exactly the same thing in the five corridors leading off to other rooms and it just seems pointless and dull after a while. The few decent ideas in the title have been stretched way too thinly across the somewhat huge game, leaving you with a feeling of ‘so what?’ before long.

The Ideas behind Whiplash are good and there is no denying that the title is fun in small bursts. But in the end the absolutely crushing level of repetition just turns the whole thing into a dull exercise. If levels had been more focused it would not have been such a problem, but there are simply too many unnecessary sections in there. Each section contains the same ideas, repeated over and over and over again. Whiplash is by no means a bad game but is way behind the market leaders. The title is worth playing as it represents an original idea, unfortunately though, that originality has not been converted into an overall original gaming experience.

Overall 5/10

Sunday, 7 June 2015

Pro Evolution Soccer 4 Review (PS2)


Ah, there was a time when leaves falling from a near by tree, more and more rain and the temperature dropping meant the release of the latest instalment in the Pro Evolution Soccer series. Pro Evolution 4 comes with more teams and animations than before and a whole host of fully licensed leagues. So without further hesitation let us see if the follow up to the excellent Pro Evolution 3 lives up to the standards it set.

First of all this version of the series looks better than the last graphically, still not beautiful perhaps but everything does a functional job of representing a game of football. There are now Eighty European clubs in all, including the whole of the premiership (though they are unlicensed). Fully licensed leagues come in the form of Serie A, The Spanish league and the Dutch league- presumably thrown in as part a buy two get one free offer.

Most players have their real names, that is until you get to international teams. A very strange thing seems to have happened, presumably due to some licensing red tap. Players can have their real names at club level but not at International level- meaning a strange mix of real and fake names whenever you pick international teams. This also raises another slight issue as it means there are two versions of a lot of players in the game- meaning if your building your own team in the master league you can end up having a team with Nedved on both wings and two Kluivert's up front.

More leagues, more teams, more players, more licenses, it all seems like a dream come true. Indeed if they had left the engine more of less the same as in Pro Evolution 3 we could have had little complaint (aside from the tackling issue). But it seems Konami having upped the animations have changed how the game works and unfortunately this creates a few problems. First of all is the issue of throw-ins, more often than not there is simply no-one to throw to. Then we have the utterly stupid computer AI. This does not really effect the opposition much aside from them constantly kicking the ball out of play when you get within a mile of them. But it is fair to say on far too many occasions your team mates show all the intelligence of a house brick.

This lack of intelligence manifests itself in a whole host of ways. When playing a through ball players don’t run onto it, instead when they reach the ball they stop dead then start running again or walk along the side of the ball for a couple of seconds before putting their feet on it-  making fast attacks incredibly hard to initiate. Furthermore,  players will not go after the ball unless you are controlling them, all too often the ball will be right next to a player and he will simply run the other way. This would not be such an issue except the AI seems to get confused in deciding which player it would like to let you control- One second you will be running towards the ball then suddenly you will have changed to a player running off into the distance watching the player you where controlling a few seconds before standing motionless as the ball rolls past him.

And the Problems continue- Passing is far too random most of the time with the player you are controlling often passing in a completely different direction to way you want the ball to go; sometimes it is to another of your players, sometimes it is to the opposition. Defending can also be one of the most frustrating/hilarious things you will ever see as three of your players and goal keeper all wander around aimlessly vaguely looking at the ball bounce around on the ground for a good couple of seconds despite you hammering the clearance button. This normally occurs just before a single opposition player rushes in and scores.

Luckily shooting suffers far less from the problems apparent in the rest of the title. As expected there is a wealth of different shot types available, and like the previous title if you are skilful enough you can score any type of goal you want. However, this is now much harder than before due to most shots being automatically aimed at the centre of the goal. Goal keepers are also there to help or hinder your cause with some unusually inconsistent AI- Changing from super human to terrible in the blink of an eye. Unfortunately headed shots are a different matter; unless the delivery is absolutely perfect players will head the ball up instead of down. Your player could be Ronaldo standing five yards from goal completely unmarked and he would still head over.

Then we come to the issue of the 60Hz mode. All Gamestyle can say is simply do not use on the PS2. We are not sure what has happened but for some reason the mode creates terrible slow down effects whenever the ball is lofted in. Furthermore, the screen ripples as if made from water from time to time and the players cannot seem to actually run when they have the ball. These Issues are not apparent in the Xbox version but massively hinder the Sony release.

However, though the game does have a lot of frustrating issues, it does play a good game of football. The problem is that it is highly debatable if it is better than Pro Evolution 3. Yes it has better graphics and more of everything but where as last years game was a joy to play- this year’s title descends into frustration on far too many occasions. Most problems do disappear when playing against another human but trying to build up a team in the master league or win all the cups can be a completely joyless task.

Problems are not always apparent and things do improve the more effort you put in but it just seems stupid that when Konami had an almost perfect game the previous year that they would change so much. All that was needed was a small amount of tightening up with the tackling and a few other issues; instead it seems they have used a wrecking ball where a screwdriver would have done. When all is said and done Pro Evolution 4 is still a good game of football, and excellent against human opponent- but it far from being perfect and the overall score reflects a game that has taken one step forward cosmetically and two steps back in terms of play mechanics.

Overall 7/10

Tuesday, 2 June 2015

Music 3000 Review (PS2)


Starting out life on the PSOne the music series has allowed non-PC owners the chance to create music of their choice for a few years now. While the original music releases where comprehensive in terms of samples and what you could do to your created master piece the interface and bemusing assortment of options often left people confused and not able to engage with what should be a fun and creative experience. So does the latest PS2 version offer anything new to the aspiring musician? And can it really offer anything against a few instruments and a PC?

Well yes and no really, obviously the PC is the tool of choice for anyone really serious about trying to make music, the amount of programmes and diversity present along with the fact you can record instruments from source along with numerous other things means anyone really serious about making a music demo should use what is on offer in the home computer market. However, if you have a passing interest in music and often wondered if you had it in you to create a musical master piece in your spare time this could well fit the bill.

First of all there are a lot more samples available for this version of music, whatever type of music you want to make is represented and you can take parts from various genres to create something new. Basically, this is music as you know it on PSOne just with more of everything, more sounds, more remixing tools and while good for Music veterans, is not so great in the big scheme of things. Countless games and programmes over the years have produced sequels using almost identical control systems. This is fine if the interface is perfect, however with the music series it is clear that the interface is not perfect and could really have done with being refined a touch, if anything the controls in Music 3000 are even trickier than before. So much so that half the time you really do not know what you are doing as the layout just seems to be completely illogical.

One nice inclusion is the lessons option; this takes you from the basics through to more complex operations step by step. Apart from taking you through all the functions available it really does show just how ridiculous the control system is, move this with the right analogue stick, then move that with the cursor (not the left analogues stick oh no) then press that with R3 then move that. You get the idea. Absolutely no attempt has been made to turn the control pad into part of the musical process, instead it acts as a barrier to inspiration and makes the process so lifeless and frustrating that even when you know what the programme can do it is so hard to do it you may find yourself just not bothering.

Everything you need to make the perfect tune is hidden somewhere in this programme, after the initial creation has been laid down you can remix it and do all manner of small adjustments and additions from changing the pitch and tone of an individual note to altering a beat, you name it, you can do it and with the game offering support for a microphone you can sing vocals onto it as well. All you need is patience and persistence to overcome the controls and eventually you may find there is a lot of fun to be had from the title. You can also get a USB attachment allowing more samples and tracks to be downloaded as well meaning an almost limitless amount of material will at any PS2 DJ’s disposal, so this at least makes Music 3000 close the gap on PC software, if only a little bit.

As well as the music, you can also mess around with visuals for your brand new tune, you can alter which field objects move in and pick from a large selection of images. The option is available to randomly create visuals should you be lacking in inspiration and directorial flair as well, another area which manages to raise the programme up a notch from its last incantation.

Overall, Music 3000 is both very good and shockingly bad, the controls are some of the worst we have ever come across and are so bad that they really undermine the creative process of putting together a piece of music. That said what is In the programme is excellent for the PS2 and for anyone without a PC this may well be all you need to start creating some well put together efforts. But be warned in order to find all the brilliance present you have to really be patient and you have to ask yourself simply can you be bothered to put up with the controls? If the answer is yes you will find a rewarding, if frustrating, musical experience awaits you.

Overall 6/10

Thursday, 28 May 2015

Gladiator: Sword of Vengeance Review (PS2)


Surprisingly, Gladiator: Sword of Vengeance has a plot revolving around a super tough warrior slave, his aim? - To destroy and execute as many people as possible. The reason for this is because he has been chosen by the gods to restore the glory of the empire. If ever a game stood on top of a mountain and screamed ‘I will to be the very definition of average’ this is it. So let us begin the investigation into how to create a perfectly middling title.

It all starts very nicely, with our hero going through a number of arenas chopping people up while the on-looking crowd cheers. Kill people move on, kill more people move on again, until finally you reach your goal and are taken off into a mystic field filled with long grass and ambient music. This area acts as a central hub from which to access the different lands.

Once you have picked your destination it’s off to wade through wave after wave of identikit skeletons and other such clichéd Jason and the arganaughts rip off’s. These come bounding towards you with their average animations and average attack repertoire. Our hero fights back with his own distinctly average set of moves. Pressing a combination of square and X produces slightly different combo variations but nothing to set the world alight. After the first few groups of enemies are defeated it all descends into a huge mass of button bashing intertwined with the odd push of the roll button and underpinned by a creeping sense of complete and utter boredom.

As if the responsive yet averagely realised control system was not enough to send the title down into the realms mediocrity, the camera pops up to make sure it cannot climb out of the hole it finds itself falling down at and ever increasing speed. Truly this game has the most pointless camera we have come across in a long while. Most of the time everything is static, like in Devil May Cry, this would not be a problem if you could actually see where you needed to go. Instead the camera seems to be placed at the most awkward angles possible, sometimes even obscuring your character.  Just to make it seem that little bit more pointless you can zoom the camera in and out with the right analogue stick. However, zooming in and out consists of simply moving the camera closer to your character, what is the point in that? If you cannot see from having the camera placed far out, then zooming right in only serves to show your characters boots in a nice close up is totally and utterly pointless.

Admittedly, attempts have been made to try and add some sort of invention. There are a few different weapons to choose from, each of which requires you to go about mashing buttons in a slightly different way and when using your sword, altering your attack pattern causes a combo meter to rise giving different effects depending how high you can get it. There is also a small amount of character levelling on offer. This occurs by finding challenges hidden amidst the average scenery. Upon discovering a challenge you are taken to an enclosed area where you must undertake an uninspired task, normally consisting of breaking barrels or killing a certain amount of people in a time limit. Although, your undertakings are so dull you do begin to wonder if you can get through he whole game without levelling up. 

The barrel breaking challenges are the biggest culprits as your character locks onto enemies meaning that if you are trying to hit an inanimate object, like said barrel, it can be near impossible to land a strike. The final trick the game pulls out is its array of fatalities. Any enemy who has a black energy bar can be finished off with a Mortal Kombat style finisher. The problem is that the variety of finishing moves for each enemy are limited, meaning you end up watching the same animation over and over, a nice idea but again one that is averagely realised.

On the whole the title is far from being terrible and in quick bursts of play can be fun. But there is nothing here to justify its existence really and you will find that after a few hours things begin to get very boring. The game has no major fault, it looks ok, it has some nice effects, the title is playable but it is all so dreadfully uninspired. Titles like this are the reason people get tired of gaming, overall it is merely a lacklustre hack and slash title. It makes us wonder who was more bored, us while playing it or the developers while creating it.

Overall 5/10

Thursday, 21 May 2015

Galarians: Ash Review (PS2)


Starting life on the first Playstation, Galerians is a survival horror game with a difference. The twist was that the character the player controls is a complete lunatic created through genetic manipulation by a master computer named Dorothy. Rion, would inject himself with mind enhancing drugs that allowed him to cause fires and hit enemies with a shock wave of energy (among other things). The big problem was that using the drugs too much would cause our hero to have a nervous breakdown and get very nasty - with anything within close proximity to him being blow away by psychic energy.

Now Rion has returned to save the world from the threat of the all-conquering Galerians and to finish the conflict once and for all. The plot for Ash is complicated; initially you are within the data banks of a computer as you try to escape from the gaze of Dorothy. After an initial showdown it is revealed that Dorothy has a backup memory, which constantly regenerates, and you are sent back to where you started. From here you set out again only to encounter a Galerian sent into the computer to erase your data. After this it only gets more confusing but it all helps to build up the unique world the title is set in.

Cyber punk is very much the order of the day in the Galerians world. A mixture of external apocalyptic areas seen through security cameras an internal sterile locations reminiscent of the buildings seen in films like Minority Report help to conjure up a juxtaposition between the rational thinking of the remaining people struggling to survive and the complete insanity and sick thinking of their enemies.

While the graphics succeed in setting up the world you cannot help but feel everything lacks a touch of detail. Long periods are spent wandering through locations that look similar. Furthermore, characters seem to lack any real identity due to a lack of definition, meaning after a while everything gets very monotonous as the action and enemies are not radically different throughout the game.

What really sets the game apart from other titles in the genre is the way in which combat is handled. Ash is not about finding ammunition for guns but using chemicals to enhance Rion's abilities and destroy your enemies in far more nasty ways. The problem comes in the way you have to charge Rion up before unleashing his powers.

By holding down the attack button the energy gage fills up and once it reaches maximum the chosen power can be unleashed. However, while doing this Rion must remain stationary and this does not lend itself to being a fast moving and flexible fighting system. As a result, battling multiple opponents and bosses is a tricky operation. This is not helped by a dodgy targeting system that often leaves you firing your powers into thin air. This coupled with boss battles that can seem like they take an eternity of repeating the same action to overcome really do sour the experience at times.

Rion himself moves very well, while focusing on enemies may be a little tricky at times at least you have the moves at your disposal to avoid the nasty creatures that try to get you. First of all your character can move faster than the standard monsters you come across with only the Galerians being able to keep up with you in terms of speed. You are also equipped with a diving roll move to get you away from tight situations quickly, something that really proves useful if a creatures lunges for you when you least expect it. Unusually for the survival horror genre at this time the in game camera is not fixed in one position and instead moves to face the direction the player is facing. However, you cannot move the camera around manually which means there are still numerous occasions where the action is being presented at an awkward angle, for instance- running away from an enemy means you have no idea where they are so you must stop and turn round, something that is not ideal as if they are right behind you there is no chance that Rion is going to charge up his powers before the thing gets you.

Overall, Galerians: Ash is only ever going to appeal to a niche market. The game mechanics have barely changed since the original game and the sequel loses a lot of the tension and genuinely disturbing feel as well. While the story is complicated and filled with sick creatures and twisted people it just does not have the impact it should. After a while things just become a bit dull and though the story is interesting it does not really make you want to push on until the end. Fans of the original may well want to continue the story but newcomers will find little to shout about. Our advice is to seek out the original Galerians on the Playstation for a truly memorable twisted and psychotic experience.

Overall 6/10

Sunday, 17 May 2015

World Championship Rugby Review (PS2)


Over the years Rugby games have been few and far between as developers and publishers churn out more and more football titles. But with the success of the England team at the time the games industry changed its mind. However as proven in the past rugby games are very hard to get right, mainly because there are so many players acting at once, and also due to the more complicated style of the game when compared to something like football.

World Championship Rugby is the official game of the England team and comes with a fully licensed set of stadiums and players, so if nothing else the game is aiming to be as realistic as possible in terms of presentation. However, as many people know having the licenses does not necessarily mean the game is of any real quality.

The title contains a large number of different play modes; you can take on the world cup, do tours, play leagues and take on the challenge of a number of different historical matches from rugby’s past. Add a few ‘winner stays on’ style survival matches and it is clear there is plenty for fans to do and a certain amount of long-term appeal. At this point it all looks promising, maybe just maybe they have got right?

Graphically, things are functional, players look vaguely similar to real life counter parts and the ball looks the right shape, but in the midst of a match it can be hard to tell who is who and also to see what is going on. This really is not a good a thing as with so many bodies around it can be far too easy to simply lose sight of the ball and end up turning over possession to the opposition without even realising it. Sound wise the game is poor, there are some nice touches but the commentary is terrible, it lacks any passion and makes the game feel flat and lacklustre. Sound effects for tackles and other moves seem tacked on and the crowd can be deadly silent at times, even when a try is scored. Saying that there is one high spot, the England crowd sing ‘swing low sweet chariot’ if you are doing well.

However, the gameplay is really not up to world championship standard. At first it seems fine, you run along passing the ball left and right, thinking to yourself how to make creative moves and passes, then it hits you- you can’t really create that many different plays. Unlike real Rugby this game has you passing the ball all the way to one side of the pitch, where your man gets tackled. You then pass the ball all the way to the other side of the pitch, repeat until you reach the try line. It’s terrible and every game you play ends up exactly the same.

Not only this but there is a huge lack of skill involved in playing the game. Any scrum or maul you get into seems to be almost completely random as to the outcome. Something very noticeable when teams are even, playing against weaker teams simply means you win every single scrum, not the most realistic of things to see, and it all descends into a large amount of random button bashing in the hope something might happen in your favour.

When running with the ball you have so few options it is criminal, you can pass, kick or do some strange dodge move, but there is no variety in it, In a real game of Rugby you see countless different types of running and passing moves, overlapping plays, little chips through from a kicker, none of it is present here. You just run get tackled, bash buttons and run again.

Then after much random button bashing and playing five group games in the world cup that all played exactly the same, you think you’ve seen the worst of it, but no, World Championship Rugby has one final piece of sloppy workmanship to throw right in you face. Running with the ball and passing it left and right may have been ok to give an adequate feel for the sport, had it not been for the monumental amount of slow down that causes the play to move into a sort of unplanned bullet time. It truly is the worst case of slowdown since James Pond decided to become Robo Cod, what a mess.

Unfortunately, it seems all the time spent on this release has gone into making the first few menu screens you come across look nice. It seems that developers just do not have a clue how to make a decent Rugby game and this is so removed from watching or playing the real thing it hurts. Maybe one day there will be a title to rival Pro Evolution Soccer for a Rugby fan but until that day it is probable better to leave the gaming to football fans.

Overall 4/10

Thursday, 14 May 2015

Wallace and Gromit in Project Zoo Review (PS2)


Over the years we have seen countless tie in titles to numerous films and television programmes and it is fair to say that more often than not the same few things can be said about them, first of all they are nearly always platform games and secondly they are nearly always rushed out to cash in on hype and end up being worse than a collective bunch of army men games. So imagine the slight veil of dread that hung around us when a 3d platform title centred on the ever-popular Wallace and Gromit appeared.

However, the one thing which brought a slight feeling of hope was the fact that Wallace and Gromit did not really have anything to promote, the game coming years after the original films where created and would need to be able to stand on its own merits to keep fans interested and stop the market as a whole ignoring the title out of hand.

The story goes that the evil penguin that appeared in classic film ‘The Wrong Trousers’ has taken over the Zoo of Wallace and Gromit’s friend Monty and has all the animals doing his dirty work for him. It is up to Wallace, but more importantly Gromit to save the animals and stop the evil penguin once and for all. Players control the heroic dog of the pairing, but in a twist to the normal platform formula Wallace must be lead to certain areas in order to make or fix anything requiring a more mechanically minded person.

It is clear right from the start that project zoo is far more than just another quick cash in rushed out to make some money. Clearly a lot of thought has gone into the presentation with the developers making sure everything has the right look and feel to it, meaning fans of the series will quickly become lost in a whole world of creature comforts. Most impressive of these are the perfectly animated cut scenes that appear at numerous points in order to keep the story progressing in a very Wallace and Gromit tone. Not only is the animation spot on but both scripting and style are also of an excellent standard, so much so that the game seems more like a new film rather than a series spin off.

Set across twenty-three missions based around six worlds the platform action is a mixture of the slightly original and things that we have seen a fair few times before. Essentially, each level comes down to the same thing- Gromit must go around collecting cogs, bolts and tools, Wallace must then be called to a place where these things can be used to fix or make something, thus allowing Gromit to continue on. Not exactly groundbreaking stuff but none the less it helps the the game stand out a bit.

Gromit himself has a wide variety of moves with which to move himself around the levels. Reminiscent of the type of movement Jak was afforded in the first Jak and Daxter title Gromit can roll, crouch, high jump and a number of other things not a million miles away from other titles. Saying that however there are a few nice little moves in there as well. Gromit is able to do a Devil May Cry 2 style run up the wall type move, which is a touch amusing to watch considering Dante and Gromit are not exactly the same type of hero. Various weapons are also on offer such as banana cannons and while all the moves and ideas are not that original they all come together to form a decent enough package that feels a little different.

A small problem that shows its self from time to time is that Gromit is a touch slow and clumsy when executing moves, this is due to the fact one animation must be completed before allowing our hero to initiate the next. This means that doing long jumps can be a touch tiresome as Gromit must roll and then jump exactly at the end of the roll animation as pressing the jump button while in mid roll simply does not initiate the jump command. This problem shows itself is other places as well but on balance throughout the title the times where this occur are few and most of the time they do not lead to death or injury.

When looking at Wallace and Gromit project zoo it is difficult to see what could have been done (a few niggling problems aside) to improveit. The big question surrounding it is ‘will the fans like it?’ and the answer to that is a big yes, there is so much Wallace and Gromit charm on show that any self respective fan of the duo should really go out an purchase it as it acts as more or less as another film with all the cut scenes. Furthermore, there are a host of extras to be unlocked and to top it off the game is not bad either. Project Zoo acts to show how a license can be done if put in the right hands.

Overall 7/10
 

Tuesday, 5 May 2015

The Simpsons Hit and Run Review (PS2)


In recent memory the Simpson’s licence has been tacked on to just about any old piece of tat going, from the ‘alleged’ ripping of the crazy taxi formula in road rage to rubbish wrestling games. In fact the last time the Simpson’s got a proper run out was way back in the days of eight bit gaming with platformer Bart vs. the Space Mutants.

One of the better attempts came in the form of this Grand Theft Auto based game. Now on the surface this may seem a strange choice and a fair few changes have had to be made to keep everything from getting too violent. So GTA without the violence in a Simpson’s world? Dear lord what have we let our selves in for?

Hit and Run may be a copy of yet another popular and commercially viable formula with a tacked on gimmick but it would be harsh to dismiss the title out of hand. In reality Hit and Run only borrows certain things from GTA and in fact bares little resemblance to Rock Star North’s classic title.

The game sets players a number of missions in a set area. Driving from one place to another and then driving somewhere else is generally all that is needed to complete these tasks. There is little in the way of the on foot sections found in GTA and even the driving missions are only recognisable in an abstract sense.

Each area of the game has players controlling one of the Simpson’s family as they go about their driving, once a set number of missions have been completed it’s onto the next area where a different member of the family does much the same. While there are things to do other than the main missions the freedom of other titles in this genre really show up Hit and Run, indeed apart from looking for collectible cards and the odd hidden gag event to trigger there really is not anything worth aimlessly wondering the streets of Springfield to find. This really effects the long term appeal as the missions will only take an experienced player a couple of days to get through.

However, what the game does, it does relatively well with the environment of Springfield well recreated with everything more or less where is should be and recognisable characters from the series all making themselves present at one point or another. The handling of the cars is very much in the realms of arcade, but the vehicles handle well and generally do what you want them to. At least the basics have been completed to a competent degree, something that cannot be said about almost every other Simpson’s title.

Unfortunately there just is not enough in the game to make it a worthwhile purchase as a game in its own right. After the first few areas, missions begin to feel repetitive and moments of humour are too far apart to keep players wanting to go on to see what happens next. This coupled with the fact that most missions seem to have nothing to do with the overall plot and the fact that said plot is so dull that you do not care anyway only pulls the title down further into the realms of the exceedingly average.

For fans of the series there is the odd bit of replay value, new costumes and vehicles can be purchased and there is always the hope that the next gag event that you find will actually amount to more than something simply falling over or blowing up. For the real diehard fan there is an unseen episode of the Itchy and Scratchy cartoon to be bought once all the collectible cards have been found. Apart from these odd bits there is really little else here apart from the samey main missions, even going on a wild spree of knocking down innocent people holds little reward as the cops simply come and fine you before letting you on your way again.

Overall, Hit and Run is both a surprise and a disappointment. It is nice to see a Simpson’s game that finally is worth playing. Unfortunately, it is only worth playing for a few hours because anything after that falls into the realms repetition. The basic gameplay dynamic has been implemented competently but that isn’t really enough.

Overall 5/10

Sunday, 3 May 2015

World Championship Snooker 2004 Review (PS2)


Snooker may not be as popular or create as much of a buzz in your average gamers mind as other titles, but World Championship Snooker 2003 proved that there was a lot that could be achieved when placing snooker into a gaming world. This latest instalment builds on last rather nicely title but as with all annual updates, we are keen to see if anything has really been improved upon, or if it is just a case of sending out the same title with some new polish.

As is par for the course a few extra play modes and features have been added to the 2004 version. As well as the usual trick shot and pool sections there are now added multiplayer games along with a host of other nice play modes such as a classic match option and online compatibility. Add in a few bits of video to unlock and at least at presentation level this is a snooker fans dream game.

The game of snooker comes in the form of either one off matches, tournaments or a more in-depth and highly engaging career mode. Here you create a player and work you’re way through the rankings from small tournaments to the major events. Not drastically different from last years effort but as with all good things sometimes all that is needed is a little piece of the puzzle to change to make the overall feel much more appealing.

Graphically, the game has improved massively, it may be hard to imagine but the snooker table and balls are much more realistic than last time, amazing what some subtle colour differences can do. Now when you look at the table, especially from certain camera angles you would be hard pushed to tell if it is a game or the real thing being shown all hours of the day on BBC 2. Gratefully, the look of the ‘real’ players has been improved as well. It’s still not perfect but at least now you can tell the difference between Ronnie O’Sullivan and ET.

Apart from the new cosmetics, there has been one of two tweaks to the gameplay which help solve some niggling bugs from last year. Due to the smoother graphics it is easier to judge where the ball is going to go, meaning that just clipping the edge of a pocket is normally the players fault rather than something you could not see properly. Furthermore, while the sensitivity of cursor is still a little to high, after a few matches it becomes second nature to line up impressive shots and the frustration of the 2003 game where you where always gently trying to move the impact point ever so slightly to one side- only to see the thing swing miles off target is long gone.

The inclusion of highly detailed real life snooker arenas also acts to improve the overall feel of the game. During a tense set being surrounded by a crowd in a 'real’ setting really helps to build atmosphere. Couple this with a rather superb commentary track from John Virgo and Dennis Taylor and it truly is the next best thing to being there playing the worlds best yourself.

There has not been a major overhaul of any aspect since 2003. What we have is a more highly polished and refined version of something that was a pretty fine Snooker title in the first place. All the little improvements mean that even if you bought the last version of the series this one is well worth your money. For snooker fans it is guaranteed to engage and be enjoyed like no other title on the market, highly recommended.

Overall 8/10

Tuesday, 28 April 2015

Mortal Kombat: Deadly Alliance Review (PS2)


When Deadly Alliance was first announced we feared the worst. Another version of the series that peaked in its second installment seemed to be the last thing we needed. To say we weren’t looking forward to this game is somewhat of an understatement. However, it turned out to be a nice surprise.

The first noticeable thing about Deadly Alliance is that the graphical style has been completely re-done. Instead of digitised characters we get more puppet like creations and this allows the game to reach whole new levels. Now fully in three dimensions the new style allows for much more freedom of movement than digitised characters would not have allowed.


Also, healthy selections of new Combatants (or should that be ‘Kombatants’ ) are added and some of the weaker ones removed. Most noticeable in this respect is that annoying Bruce Lee wannabe Liu Kang is not only removed from the game but we get to see him have his neck broken in the opening scene of the introduction.


The arenas and characters look decent and solid, not up to something like Tekken 4 or Soul Calibur but good enough. Every one of the characters seems to suite this new style perfectly, with scorpion and subzero looking meaner than ever before. The arenas also really do benefit from a fully 3D feel. The only thing which could have been improved are the objects within the arenas- as most are fairly empty despite the odd acid spitting statue or icicle hanging around to throw opponents through. The game would have really benefited from the multi level effect in the surroundings that Tekken 4 began to lean towards.

Sound wise it’s absolutely spot on and you can almost feel the tearing of flesh as someone sticks a sword through their opponent. Along with the moody music playing over the action it all adds up to the overall effect of creating some very tense and atmospheric battles. The booming voice of the fight announcer still sounds as sadistic as ever, and it all helps add to the feel. Most impressive.

Luckily, Deadly Alliance also has some solid gameplay to match the looks and sound. The basic concept of Mortal Kombat has been re-built from scratch in order to try and make a dent in the PS2’s fighter catalogue. Each character has three unique styles of fighting, two forms of martial arts and one weapon based. These styles can all be linked together in devastating combos reminiscent of the Killer Instinct series.

Everything moves smoothly enough, each style is different to the next, some flow together, while others are more slow paced styles. The skill comes in knowing which style that your character possess is the most appropriate to beat your opponent.

Luckily the characters themselves are as diverse as the new styles of kombat, each being given far more of an individual feel than in previous instalments of the game. Whereas before the set of characters all had the same basic controls, (press up and high punch to perform an uppercut for example) only the special moves separated the individuals, now these generic move sets have all been removed.

Furthermore, what adds to the charm of the game is the variation in the ways you can travel through the story. As well as the arcade mode you also get the Konquest mode, not essential but a nice touch as it helps teach you how each character moves and attacks work while expanding on the background of the current tournament. This coupled with some nice extras such as documentaries and the history of Mortal Kombat all adds up to a nice package. Adding longevity is the krypt, with over six hundred goody laden caskets which will take forever to open.

To sum up, Deadly Alliance represents an improvement on a stale series. There’s still room for improvement (a few more fatalities would have been nice), and more detailed arenas to fight in would take the game up a level. If only someone would look at Legend of Fighters on The 3DO- it had all the right ideas. But it shows how a stale franchise can be reborn.

Overall 7/10

Sunday, 26 April 2015

World Championship Snooker 2003 Review (PS2)


‘Its only game so put up a real good fight, I’m gonna be snookering you tonight, Snookering you, Snookering you tonight, Big Brake’ If you recognise those immortal words then this game could definitely be one for you. A rare offering in the fast paced, full on extreme world of all action Snooker comes in the form of the inspirationally titled World Championship Snooker 2003. However whether the sight of John Virgo in a waste coat gets you all hot under the collar or not it is clear that this game is one for the fans of the sport, and really that is all anyone could have hoped for.

Indeed, the amount of different features, play modes and a total of seventy real players all help to make sure that any avid fan of the sport will spend more time on the PS2 than on the table. As well as standard Snooker, which can be played as a one off match, a tournament of varying length or in a career mode where players must work their way up the rankings, there are also some other well thought out extras included. For instance, the title lets you play games of pool in both the 8 ball and 9 ball style, this helps to keep things varied and adds more of a ‘pick up and play’ style, should you wish for a quick game.

Perhaps most welcome of all however is the inclusion of a number of different trick shots to be completed. Once each has been tackled in turn you are thrown into the new challenge of ‘John Virgo’s trick shot’ where all shots must be completed in a time limit, who said Snooker would never make a decent arcade game? Furthermore, a number of two player games are available and though not the most imaginative inclusion (having to protect certain pockets, and pot balls in certain other pockets) it all helps to build a nice title that has a certain amount of longevity and style about it.


In graphical terms the game is both functional and poor in different areas. Admittedly there is little you can do to make a snooker table look like a cultured landscape picked from one of the Final Fantasy games, so while the representation of the table, balls and cue are not exactly jaw dropping they represent what they are supposed to and being colour blind aside, you should be able to tell where all the different coloured balls are at any given time. The balls themselves glide around the table as they are supposed to and should you play a particularly nice shot you are treated to a more cinematic angle as your allotted colour rolls its way into the nearest pocket.

Where the graphics fall down is with the somewhat ridiculous representations of the fifty odd real life snooker players in the title. First of all, at least half of the players look nothing like their real life counter parts, indeed some are so bad you wonder if the programmers had been given pictures of completely different people to work from. Another area that causes concern is the somewhat pointless animations during a frame- when a player finishes their turn they walk round the table and sit down; the next player then stands up and takes his position. This animation seems to take about half an hour and even with the ‘speed up’ button you are still shown some of the most bizarre walking animations in the history of gaming.

Luckily for us though, a few ropey graphics aside everything else has been implemented to a highly competent degree. The game plays very well apart from the shot cursor being very sensitive at times meaning that when you are trying get your shot to go in one very particular exact spot it can be very frustrating. However, for the most part everything the game does in terms of controls is aimed at making your life easier. It is fare to say that we are not exactly veterans when it comes to snooker games, but right from the first match it was easy to pull off complex shots. Perhaps too easy for some, but it leaves players to polish up on learning how hard to hit the ball and other small elements that make the difference between good players and excellent ones.

Rest assured though, while the controls are excellent, so is the computer AI of your opponents and it is not uncommon for them to almost clear the table after you have mucked up a shot. Word Championship Snooker 2003 is a simulation of the sport and so players must expect to have to raise their game in order to beat the worlds best snooker players.

Indeed, the fact that World Snooker Championship 2003 is so heavily based in the ‘real’ makes us wonder if this review is even worth writing. Because surely if you are a mad snooker fan you will have already bought this, or will buy it regardless of any faults the game has (luckily that is very few). If you don’t like snooker there is little here that is going to make you play the game, this certainly is not ‘Mario Snooker’ by any stretch of the imagination. What is here is a very playable and concise, though a little ugly, snooker simulation. If you like Snooker then buy it.

Overall 7/10

Friday, 24 April 2015

Pro Evolution Soccer 3 Review (PS2)


 *this is an archive review from 2003 which first appeared on www.gamestyle.com

The series that started way back on the Super Nintendo – under the guise of International Superstar Soccer  – has come a long way since the days of sixteen-bit gaming and has evolved into what is now commonly accepted as the most ‘complete’ game of football available on any console. Now into its third revision on Sony’s market-leading console, it appears kicking the air with promises of untold refinements and improvements that will bridge the ever-decreasing gap between reality and the world of gaming. So, it was clear that such a monumental release would split opinion; and with this in mind, Gamestyle needed to come up with something different in order to truly explore every inch of the title.

For the first (and possibly last) time, two vocal elements of Gamestyle (viz, Chris and Gareth) will tackle the game – while no doubt leaving everyone as confused as they’ve ever been. Let’s start with Chris: So, is it better than the first Pro Evolution?

Yes. It’s more of a complete package – there are more teams, more competitions and more to play for. A concept has been ‘borrowed’ from its brother franchise, ISS3, which means the more you play, the more points (known as PES) you accumulate. The gameplay seems more fluid, and players control the ball better. The replays are excellent; anything can be replayed and recorded. Even the commentary is better, though it still grates (they are now capable of making intelligent points especially at half-time). Master League has been restructured with an improved, customisable transfer system.

What about the second one, Gareth? Undoubtedly. Whilst the first title contained a lot of great ingredients that took the football genre by storm, when it first launched, the second title (while seemingly more refined) contained a number of bugs – such as being able to run right through the middle of the opposition from kick-off, and it being nigh-on impossible to score headers, free kicks or from outside the box. Pro Evolution 3 fixes all of these bugs, so is already far more enjoyable and less predictable than the second title. Football titles tend to sink or swim through how strong they are in two categories: presentation, and gameplay.

How does the title present itself this time around? Are there still unlicensed players, stadiums and club crests? Chris Yes, which is a shame. But as FIFA shows, having the licence doesn’t guarantee accuracy in the content. Players from the major nations are accurately represented, as are club players, though there are a couple of discrepancies. A deal has been struck with a half-dozen European clubs, including Lazio and Parma. The rest of the clubs have fake names; for instance, Man United are called ‘Trade Bricks’. You can edit the names yourself (there are lists available online) or shell out a tenner for a disc that’ll do it all for you, and unlock all teams and cups.

A slight improvement in that department then, but if the game offers a completely immersive experience these things will hardly matter, so is this the case? Gareth? Certainly. Everything about this third instalment of the series is an improvement; players pass the ball beautifully, allowing players to build up attacking moves with genuine flair and style.

However, this type of thing does not come easy, and even Pro Evolution hardcore players will need to sit down and spend some time working out how the game works. Once you have got it cracked though it is simply a matter of how good you are – do you want to chip the goalie, or score from forty yards? You can, but you need to be very good to do it. You can play the game any way you want; long ball, passing game or relying on wingers, but you have to have the right team to do it. Don’t try and play down the wing with someone like Argentina, as they do not have the strength to do it – a nice touch, and something that means you really have to think about how you are going to play.

Chris: However, for those of you who don’t want to invest that much time in the game (preferring pick up and play), this can be frustrating. What is brilliant about PES3 is the sheer amount of different things a player can do. The range of goals that you can score is incredibly diverse, and the same applies for passing. Standing in the middle of the field, there is so much you can do. All the ingredients are there. It’s down to your skill in the cooking that will create something edible.

Yes, yes enough praise, what about the problems? There must be some? Gareth: Well, not really. The only slight problem is when performing sliding tackles; far too often players are pulled up for what seem like perfectly-executed tackles. On closer inspection, you can see that often during the tackle the ball will bob up and hit the player’s hand, causing the ref to blow up for a free kick. Accurate yes, but how many times do you see that in a real game? And you definitely do not see it four or five times a match – that slight issue aside, this is about as perfect a game of football as you can get.

Chris: One of the new features is an ‘advantage’ system. It’s a good sign of improvement over previous versions, but occasionally you’d prefer a free kick instead. Which is realistic at least, no matter how bittersweet. The game engine is very intelligent, but the screen size is too restrictive. If players were able to see more of the pitch, we could use what the game allows us to do easier. Playing against a human opponent is much more preferable and enjoyable, as when they attack the defence will be more vulnerable; whereas the computer keeps the defensive unit much tighter.

Indeed, the disparity between the computer’s shape and a human’s is the biggest difference – which is why multiplayer is so thrilling. So, we’re nearing the end of the review. And as the chapped lips of authority touch the whistle of eternity, we need to award a score. There’s nothing inherently wrong with PES3; in fact there are very few problems at all. But the intense feeling of elation that we got from playing this at ECTS has yet to be rediscovered. There is still time – as Pro Evolution 3 is a brilliant football game, and it gets better the more it’s played.

Gamestyle Score: 9/10

Wednesday, 22 April 2015

Onimusha: Dawn of Dreams Review (PS2)


Capcom had been creating classic upon classic, both with new titles like killer7 and with sequels such as Resident evil 4 and Devil May Cry 3. With the company in such a rich vein of form we had nothing but high hopes when the next game in the long running Onimusha series appeared. However, it seems cuts had to be made somewhere along the line and while Capcom's other much loved franchises had been lavished with time and love this fourth instalment of samurai and zombies seems to have suffered as a result.

It all starts promisingly with several minutes of highly energetic cut scenes showing our new hero cutting through demons of all shapes and sizes. Once the real game starts though it is clear very little has changed from the first Onimusha title released at the dawn of the PS2 (and originally set for the PSone). Pretty much nothing has altered with movement and combat remaining near identical and as clunky as ever.

For the first time the title has a camera capable of being moved. This sounds like a great idea until you realise that levels are still the same static maps as before, only now you can move the camera around. It seems a half hearted and somewhat pointless addition, something underlined through the fact that the game always looks at its best in sections where the camera is fixed.

The movable camera also means that combat can turn into a complete farce as it refuses to move from behind your character often leaving you looking at a wall while various assortments of demon hordes happily hack away. The act of fighting still consists of pressing attack three times, block and repeat, though as your character gains experience new moves can be bought leading to some mildly impressive combo ceilings.

Due to the new camera the game now needs a lock on function, which again sounds like a great idea. However, locking on to a target is a little clumsy, for instance if the target you are locked onto is behind you, you will still need to move around a 180 degree movement arc before you can hit them. Why (as with Devil May Cry), you simply cannot point the controller towards the enemy and strike remains a mystery and of course adds to the game being clunky that little bit more.

Combat and movement are made even more galling by the highly impressive cut scenes that feature throughout- seeing your character leaping, spinning and striking with ease during the cut scenes only for the game to then throw you back to the laborious control system begins to seem like a bad joke very quickly.

During the course of the adventure you will get the chance to play as a number of different characters, each having their own weapons and abilities. While some are interesting the inclusion often seems like an excuse to have players do a stupid amount of backtracking around the levels. When accompanied by a support character the AI is for the most part decent. They do have a habit of charging in against any foe without fear for their own safety though. Stupid as this is, injured or knocked out characters do recover in time so it is rarely of major concern when they are taken out by a demon three times their size.

Graphically, at least the title is fitting of a Capcom game. Presentation is of a high standard with detailed levels and characters that help set the tone and time period well. It seems an odd juxtaposition of such lush visuals with such a jaded and ageing control schematic.

What seemingly comes across is that there was not either time or money to give Dawn of Dreams the complete overhaul that titles like Resident Evil 4 received and so in order to avoid a release delay some pretty visuals were stuck onto the tried and tested formula of previous titles. This in itself would not be a major problem if it were not for the camera being so seemingly unfit for the games environments.

Overall, we are left with a clunky and outdated release. Those wanting the survival horror feel will be drawn to Resident Evil 4 and those wishing for high adrenaline action would be better served with Devil May Cry 3. Seemingly in this form the Onimusha series has very little left to offer, in future instead of treating it like a low grade cast off it would be better if Capcom approached it with the care and vision of one of its more high profile franchises. Maybe then Onimusha will finally stop being a visually visceral series with 32-bit gameplay.

Overall 5/10