Bitmap Books

Showing posts with label Sega 3D Classics. Show all posts
Showing posts with label Sega 3D Classics. Show all posts

Wednesday, 11 November 2015

3D Gunstar Heroes Review (3DS)


As bizarre plots go, Gunstar Heroes is classic 16-bit era madness. You are in charge of protecting planet G9 from Colonel Red who to resurrect a huge robot named Golden Silver and then take over the planet. To stop this Professor White has hidden the four mystical gems that control the robot, but they won't stay hidden for long because with the help of Green (a Gunstar brother who Red has kidnapped), the Colonel will soon close in on the robot's power source.

What the plot amounts to is a number of side-scrolling, action-packed levels with lots of jumping sliding, diving and shooting for One or two players. Each level presents something new - one minute you might be running along quite happily, guns ablazing, and the next you might be sliding down the side of a mountain, or falling headlong into a futuristic mine cart, with your balance swapped between floor and ceiling. The game keeps you on your toes and the pace never lets up for a minute. It's an exhilarating ride.

Graphically, Gunstar is set in a sort of crazy Anime-inspired cartoon world. The emphasis is on big explosions and unleashing as much colour and movement as possible. It's hard to imagine how the Mega Drive coped with all the action and now it's running even more smoothly on the 3DS. Levels invariably finish with a number of manic boss battles with each monstrosity proving stranger than the last and generally filling half of the screen. In keeping with Treasure's standards, everything animates and disintegrates wonderfully and at the time this was about as good as it got on the Mega Drive in terms of the sheer amount of effects.

Much like the other side scrolling games that have made the move to the 3D Classic series there is nothing amazing in the 3D effect. There's some nice scaling and rotation but the game looks equally impressive just zipping along without the effect on. The now standard options for changing between the Mega Drive or Mega Drive II for emulation and having the Japanese and International versions available are also found here. The biggest addition to this version is a new mode which lets you cycle through all the available weapons instead of being reliant on the weapon drops.

Pure quality of presentation aside, the gameplay of Gunstar Heroes is every bit as good. With so much happening at any one time, it is essential to have a responsive and flexible control system. The game allows you to customise your shooting method - it can either be set up to fire while the player is moving, in the direction that the player is moving, or it can be fixed in one direction while you leap around in another. Additionally, our heroes can rely on a few other moves to avoid enemy fire; you can slide under obstacles, jump up to higher levels from below, and somersault off the walls, damaging anything and everything upon your descent. It's fluid and responsive action, and exactly what you need when you find yourself stuck in the middle of increasingly tight situations and set-pieces. 

Overall, Gunstar Heroes is an exceptional title. It looks great, it plays better and even the sound is orchestrated to make everything as hectic and adrenaline-pumping as possible. If there is a fault to be found, you could say that the game is perhaps a little too easy, given its straightforward design. But the two-player consolation ramps up replay ability, and even now the remit has hardly dated at all - meaning it is just as enjoyable and playable as it was upon release. Highly sought after (and rightfully so), Gunstar Heroes proves just how blisteringly good Treasure are

Overall 9/10 

Colour Blind Issues - No
Review Code - Yes 

 
 

Wednesday, 21 October 2015

3D Sonic the Hedgehog 2 Review (3DS)


The Sega 3D classics range has proved popular so far and it was only a matter of time before its number one mascot returned to the 3DS with what is arguably the blue speedster’s best game. Sonic 2 has long been heralded as one of the greatest platformers and though we personally never got on with it that well we were more than happy to give it another go.

The 3D version of the game comes with the now standard features we have come to expect. You can run the Japanese or world versions, emulate it on the Megadrive or Megadrive 2 and set the 3D effect to pop in or pop out of the screen. Along with this you can save and load at any time- even when your last continue has been used.

You can now also put the game into a level select mode where you can simply try out any stage you want at any time. This includes the pseudo 3D bonus stage which will run through its various rounds as you zoom down a tunnel collecting rings. The only thing really missing is being able to access the Sonic and Knuckles content which is unlocked when adding the game to the aforementioned cartridge. This is a shame but we wait to see what happens with the classics series in the future and what Sega has up their sleeves in this respect. The restored level from the iOS version is also missing.

As Sonic 2 is mainly a 2D side scrolling the game the 3D effect doesn’t really add much to it. We quickly turned it off and felt it was more a novelty than something that has elevated other classics such as Space Harrier and Out Run. Even the 3D bonus stage didn’t really come alive with the effect on which is a bit of a missed opportunity. The other minor grumble is that the colours seem a little bit off from the original version. At times some of the stages look a little washed out with the graphics not as vibrant as before.

That said, this is the most fun we have had with Sonic 2. This time around the tight level design and well balanced challenge seemed to fit the 3DS perfectly and we were more than happy to zoom through it in one setting. 

There are quite a lot of zones to get into and each one has its own thing that makes it unique and different from the last. One minute you’ll be bouncing around a giant pinball machine while another stage will see you trying not to drown in a forest or avoiding oil spills on a giant rig. It has the right amount of challenge while still remaining fun and inventive and the boss fights are also set just about right. There’s plenty to see as well as most levels have multiple routes through and contain more than enough secrets to keep you occupied and returning for another play through.

Minor issues aside what you effectively have here is the definitive version of a 16-bit classic platformer. There’s nothing here to convert people who never really got into Sonic but if you have never played it before or are a returning fan then you are going to love it as all the magic remains. In a world of indie 2D platformers this still stands head and shoulders above pretty much all of them.

Overall 9/10

Monday, 3 August 2015

3D Streets of Rage 2 Review (3DS)


The Sega 3D classics range has offered us up some excellent revisions of games from the companies golden era. So far the games that run ‘into’ the screen such as Outrun and Space Harrier have come out on top but there’s no denying that Streets of Rage 2 is a genre and generation highlight so even if the 3D effect didn’t add much then we were more than happy to dive into this.

Streets of Rage 2 is a classic scrolling beat’em up in the vein of Double Dragon or Final Fight. You can pick from four characters who differ in terms of speed, power, jumping ability and throws and then take on eight stages where colourful goons with silly names line up to be knocked out. It is a defining game for the 16 bit era and on the Mega Drive this is the pinnacle of the genre. It’s only real rival of the time was Final Fight but as the SNES version of the game lacked a character and the 2 player mode this is really as good as it gets on the home consoles of this time.

You get a fairly decent amount of moves to use with a punch/kick combination, several throws a super move (which depletes some energy), and the odd hidden special attack. Lack of moves is what always leads to the feeling of repetition in games of this kind but there is enough variety in enemy type and location to ward off the feeling longer than in pretty much any other game of the time. The level design is particularly imaginative in places and certainly raises the game up a level past the Rival Turfs of this world.

In terms of what has been added someone has clearly tried to make this as definitive as it can be. You can play around with a host of different options such changing the lives and difficulty of the game. There are also options to change the version of the game from the International one to the Japanese ‘Bare Knuckle’ version, a casual mode and the ability to change the screen to mimic an old arcade machine. You can even change how the sound is emulated if you prefer the Mega Drive 2 to the Mega Drive 1.

Upon completion of the game you get a few new modes to play with as well. One lets you kill everything in one punch while the more interesting unlockable is a mode that gives you one life with each of the four characters to try and get through the game with. 

It’s bursting at the seams with content and the 3D effect actually works as well (and you even get to choose if you want the effect to pop in or pop out). A big criticism of these types of game is that you can’t tell which level enemies are moving on. If you turn on the 3D effect this is no longer a problem and makes the game much fairer as you aren’t hitting air shots.

Overall, this is the best possible revision of Streets of Rage 2 we can imagine. There’s so much to play around with that fans of the original game will love it. There’s a lot of fun for newcomers as well with the only real criticism being that characters can be a little slow when walking around. It’s the definitive version of a generational classic and you’d be mad not to give it a look.

Overall 9/10

Wednesday, 27 May 2015

3D Thunder Blade Review (3DS)


Sega’s 3D classic range continues at pace with its helicopter based arcade game the next to get the makeover treatment. Thunder Blade has always struggled for a decent home conversion and now we have yet another definitive version of the game. Whether that is enough is another matter entirely.

Thunder Blade is a mix of top down and into the screen 3D sections. Both look rather good with the 3D effect on but it can be very difficult to take everything in when you are being pummelled by incoming fire. 

There are only four levels which break down into three or four sections each. Each section requires the constant firing of guns and missiles to take out enemy tanks and jets and you’ll also need to keep your eyes open for scenery to avoid. The 3D effect does an excellent job in the top down sections of giving depth to the scenery so at least you can tell if you are about to fly into a building or not.

When flying into the screen it can all get a bit too much. You’ll need to weave in and out of obstacles and also avoid enemies crashing into you. These sections can be very frustrating as it’s difficult enough to move out of the way of gun fire without having to worry about a fighter jet you couldn’t even see flying straight into you. After this you move to take on a large boss which requires hovering over slowly while you blast away at its guns.

There are only four relatively short stages to get through and with a healthy amount of continues  and a level select it’s likely you’ll whizz through everything on sheer willpower alone. There isn’t that much replay value either as aside from a new arranged mode which adds a section and moves a few things around you’ll feel you have seen everything the game has to offer.

Thunder Blade’s biggest problem is that it was never up to the standard of many other of the games in the 3D classics range even when it was first released. It’s both short and frustrating, but then it always was. This is certainly the best version of the game out there (and it now plays as well as you probably remembering it doing in arcade), but it’s still not that great.

Overall, 3D Thunder Blade will likely be something that fans of the original will enjoy in short bursts. But there isn’t really much here in truth. It’s a good technical achievement but once you’ve run through the game you’ll likely have little impetus to do it again and that’ll take you all of ten minutes. It’s nice to see it get another hurrah (and we’ll certainly never be returning to the Amstrad version), but we’ll be sticking with 3D Outrun for our 3D classics fun.

Overall 5/10