Saturday, July 29, 2023

GAME #093 | SHIN MEGAMI TENSEI II Review (1994) | Beaten

SHIN MEGAMI TENSEI II (March 18, 1994)
Genre: RPG
Platforms[Super Famicom], PlayStation, Game Boy Advance
Developer: Atlus
Publisher: Atlus
Moby Score7.2

Started: July 18, 2023
Finished: July 29, 2023
Beaten: Beaten
Playtime: 33 hours

Title Screen

Shin Megami Tensei II, which released exclusively in Japan on March 18, 1994 for the Super Famicom, is the direct sequel to Shin Megami Tensei - not just in number like for most of the Megami Tensei games - and has become a video game that I have very conflicted feelings for. It is a game I enjoyed a lot overall, but one I can't recommend to anyone who isn't a big Megami Tensei fan. It is a game that confirmed once again that the Megami Tensei franchise is one of my favorites in gaming, but is also a game I don't see myself ever playing again (unless we get a remake). Though I'll explain what I thought about the game in detail in this review.

STORYTELLING/CHARACTERS | 9/10

(To preface this, as with the original, it's worth cautioning that if you are a deeply religious individual, you might take offense to the portrayal of the Messians in this game. Personally, I think a work of fiction should be treated as such, and I think the social commentary in this game goes way beyond the Messians (who appear to be portraying Christians) but if this kind of portrayal is a no-go for you, I'd stay away from the game. Some say this fear within Atlus is why the games never released in the West at the time, but who knows.)

SPOILERS FOR THE FIRST GAME: This game starts several decades after the first game ended. From the ashes of Tokyo, the Messian religion created a new encapsulated city called "Tokyo Millenium". Millenium's purpose for the Messians is to bring about the Thousand Year Kingdom, an age where people can live in peace. This concept was put forth in the first game as well, but did not come to fruition for the Messians yet, who are awaiting their Savior / Messiah who can guide them there. These seemingly noble amibitions aside, looking at the layout of the Millenium paints a different picture of perhaps not only their intentions, but definitely of their actions.

See, Millenium is divided into several districts, with one central tower controlling and ruling them all, aptly named "The Center". This is where the Messians and the elite live. The other districts include "Factory", the industrial center where commodities are produced and mining and excavation projects take place, "Arcadia", a demon-free district filled with care-free citizens, and "Valhalla", a zone more or less free of control by the Center and one where its citizens can pursue earthly delights as well as fight in a "Collosseum" in deadly tournaments, the winners of which get to live in the Center themselves.

You are one such fighter called "Hawk". Your trainer, Okamoto, wakes you up one day to train for the upcoming finale of the tournament. You are also an amnesiac who Okamoto "found", took in and named one day after you were unable to do so yourself. As you prepare for the final battle, many mysterious characters show themselves to you in odd visions. There is an old man in most of them standing next to bodies of men and women who are standing motionless in chambers, as the man asks you if you remember their names. Apparently, they are tied to your destiny. There is also a guy named Steven, who you will remember from SMT 1 if you played it, who appears in a "Virtual Battling Program" to give you something he calls the "Demon Summoning Program", which he gives to many capable people because of certain events that he fears will take place soon.

From here, you become demon-summoning Hawk, though that's just the start of who you are. What is your real name? Who are you and why are you strong? Why did the old man come to you in these visions? How do you tie in with the Center and their plans for the Thousand Year Kingdom?

Know that the characters you name ARE tied to your destiny somehow and that the reveal of who you really are is a big deal in this game and a pretty awesome moment. In general, characters feel a lot more fleshed out here than in the original. While two of the characters you are asked to name appear very briefly in this game, multiple of them play a massive role and the others have their own storylines that are interesting to follow for many hours. The resolution to all of their invidiual stories were satisfying in my opinion. The characters, both yourself and the others, have canon names which you can let the old man give them, or you can look them up and give the names yourself. The difference here is that letting the old man name them somehow means you get a lot of points towards the "Law" alignment.

Yes, the Law and Chaos alignments return in this game and as with SMT 1, there are many ways that your alignment at any given moment impact the way the game is played. During the end game part, you once again then decide which path to ultimately follow and you get one of three endings from there, Law, Neutral and Chaos.

The setting is explained at the beginning of the game - Tokyo Millenium is the new Tokyo

SPOILERS REST OF THE WAY

Unlike SMT 1 though, I feel like Atlus played around with these alignments a bit more. While Law was not your "Objectively morally good" path then, it is even less so here, with some surprises along the way in terms of the characters that are supposed to portray and follow the Law path. Whatever you were expecting in that regard, it likely will not have been what this game throws out there. While the game starts off with a heavy focus on the Messian religion and would make you seem that this game becomes a negative commentary on Christianity, it moves beyond that to provide general social commentary about humanity's need for guidance and the leader's tendency to exploit it.

In that regard, I found the Law ending that I achieved in the end to be really satisfying. Unlike the Neutral ending, where guiders / leaders / saviors are generally rejected, or the Chaos ending, where you follow Lucifer's anarchic path to freedom (which I personally think could never last), the Law ending, to me, presents the best path to achieve true peace.

While the Messians used their ambitions as a pretense to make a luxurious life for themselves and let the majority of citizens in Millenium slave away for them, the Law ending takes things in a different way when the Archangel Gabriel takes the protagonist to the top of the Center, where the garden of Eden is located. The idea is to create the Thousand Year Kingdom here, as Eden turns out to be on a "spaceship" that will take its inhabitants away from the Earth while the Earth. Instead of taking those with them who pretend to be working for the ideals that they propose, such as the leaders of the Center, you find that regular citizens of Millenium were chosen and brought to Eden, people who devoted their lives to make the Thousand Year Kingdom a reality in pursuit of true peace, with no ulterior motives. Meanwhile, you can find followers of the Messian religion remaining in the lower floors of the Center, wondering whether God made a mistake because they weren't chosen.

What really tops it off for me is the fact that at the end of the game, YHVH himself is challenged by you and Satan (yes, Satan), despite the fact that you seemingly follow the same ideals. I presume this was done because Satan didn't want a being to be mindlessly worshipped and one everyone attempts to please and be judged by. Instead, killing him and bringing all those pure-souled people with them achieves the reality of the Thousand Year Kingdom, where people truly work for each other's benefit, while those with the exact same ideals, the protagonist and Hiroko (who turns out to be the protagonist's surrogate mother), are presented as the "leaders", mainly to satisfy humanity's desire for "leaders" to cling to, instead of actually acting as the sort of leader YHVH or the Elders in the Center would have been.

I think an argument can be made for all three alignments however, which is why I like the alignment system, even though I am by no means someone who has more than basic knowledge on any religion, political ideologies or mythologies.

All this is brought home with the cyberpunk aesthetic of this game, both through the art design and its themes, which makes this stand out over the first SMT game. I don't SMT II's story is among the best in the history of video games, but it is certainly among the best for its time, it is certainly a notable one for the medium despite its shortcomings in pacing and character development at times (lack of memory storage at the time would play a big role there) and it is certainly one worth retelling thorugh a remake (PS: the genocide in the Law alignment is indeed fucked up, but I think it works as part of what the Law alignment proposes I feel).

You are asked to name multiple characters during these visions, or you can let the old man tell you their canon names

GAMEPLAY | 13/20

Shin Megami Tensei II's gameplay is a tale of two sides. There is the Great side and the Terrible side. The Great side is just as great as the original with some quality of life improvements but little innovation, while the Terrible side slightly improves upon the issues that were present in the original, but adds a couple more terrible things. Well, and then there is some stuff that is not terrible, but also not great.

The Great side

This game features the same gameplay as SMT I but improves upon it in some areas. The screen is divided into two halves akin to a Nintendo DS, with the top half presenting the gameworld and its dungeons, and the bottom half showing you the up to 6 humans and demons you have on your team. You and one other human character are together for most of the game, while the remaining 4 slots can be filled by demons. You acquire demons by negotiating with them and persuading them to join you by selecting the correct dialogue options, giving the demon presents and sometimes, hoping that the invisible stat-checks work in your favor. Once you acquire demons, you can summon them for battle. In the Cathedral of Shadows, here 'Jakyou', you can fuse 2 or 3 demons together to create even stronger demons, which you will need to do in order to be strong enough for the battles ahead. As you level up, you have access to higher level demons and as you progress in the game, you get into areas where some of these stronger demons can be found and negotiated with. As with the majority of the Megami Tensei series, this gameplay loop is more or less the same and pretty addicting.

As you traverse dungeons or the overworld, a multitude of random encounters await you where you need to battle demons and figure out a way to your destination, where you fight bosses to progress the story. Random encounters are not difficult for the most part, so you can use the Auto Battle function to quickly dispose of the enemies, but there are enough tough enemies to make you face them manually, and besting them will require you to have a certain strategy to do so. There are no affinities here like in future games, but you still have to see if the enemy is more susceptible to physical or magic attacks and you will need to find demons with certain skills that will make your life easier like "-kaja" attacks that can buff your attack or defense. Getting those demons requires a lot of negotiating, fusing and testing, which is, again, a really fun gameplay loop that can entertain for dozens of hours, as is the case here.

The game is your typical early 90s RPG, with story moments mixed in between all the dungeon crawling you do. Dungeons are more or less the same in the way you traverse them and in their layout, but traversing feels a lot smoother here, which makes doing so more satisfying. There are also a lot more different challenges dungeons have for you. There are the fog levels as in SMT 1, but there is also a dungeon that pushes you around in a specific pattern which you will need to fight to reach the stairs, there are a lot of dungeons with traps that will throw you down a couple flights of stairs if you walk into them and more. I have this listed under "the Great side" because I like that there are more challenges than simply walking forward, but this aspect certainly has a negative side to it that I will get to later.

There are also a lot of optional dungeons and areas you can enter, many of which will grant you pretty nice bonuses for your playthrough, such as better equipment or boosts to your stats like "Strength", "Magic", "Vitality/Stamina" and "Speed". Even in mandatory dungeons, you can go straight to the destination or be rewarded for exploring every nook and cranny with item drops and sometimes entrances to areas that provide you with a Save point.

Finally, the best quality of life improvement here is that you can now instantly access the map by pressing the left bumper, which is such a big deal here.

Overall, the best part about this game is simply the gameplay loop of demon negotiating, fusing and battling, which is I think some of the most engaging combat in an RPG for its time. It's not nearly as fleshed out as in later entries of the series (obviously) but I think it is satisfying enough to still be enjoyed here. Unfortunately, distractions from this come in many negative forms.

Battles are pretty much the same as in SMT I

The Terrible Side

It starts off easy enough. One of the early objectives you get is to go to a place called "Holytown" and kill two bosses. There are 4 districts you can go to on this overworld where you get the task, all of which could be "Holytown". If you talked to a specific NPC in a bar, you will know which it is without having to potentially go through all four. Nice, you get rewarded for exploring with this useful piece of info. Once you get to Holytown, you explore the dungeons and find one of the bosses. Great, no hand holding and you get it done, no problem. The other boss however is not in these dungeons. Instead, I stumble upon it by walking through a semi-random spot on the overworld. Hm, ok, no problem.

Then, it gets progressively worse. To unlock a new area, you need to find six pillars. I found most of them, but one gave me trouble and one would give all players trouble who go into this blind I think. That is that you need to win a now infamous dancing contest to get one of the pillars. This is done in a disco. Finding the disco can take a while on its own if you don't mark every notable location somewhere on a notepad or something while you play, walking through the disco is a pain because no matter where you go or where you look, each individual step is interrupted with a good 3-5 seconds of uninterruptable dialogue showing people who dance and a text that states that they dance. Once you finally find the spot, you may enter the dancing contest, but ONLY if you have 10 magic. Magic is a useless stat for your protagonist because he can't do magic, so you wouldn't level magic due to this. If you read up on a couple small tips beforehand, you will know, but if you don't and are stuck with the 4 magic at the start of the game, you may be in some trouble and have to grind for a while. Getting a certain drink and wearing a certain equippable item can get your magic up by up to 4 points temporarily I believe however.

The other thing that I myself had trouble with was with one pillar that you apparently get by going to a super-random location in one of the, by this point, dozens of dungeons you unlocked, and finding one random NPC. Getting these pillars can generally be random (buy something from the junk store to get one, go to a digging site on one overworld map to get another) but this felt over the top. There are countless times where the solution to progression is not intuitive at all and talking to NPCs doesn't help either, which I think takes it way too far. On top of that, there is absurd amounts of backtracking that you are meant to do, and that's if you even know where to go. If you don't, you can easily spend hours per task just to find where you needed to go, so I can't imagine anyone wanting to go through this without a guide. It didn't stop me from enjoying the game (it actually helped with that) but I can imagine this being a dealbreaker for some and is the primary reason why I can't recommend this game. Late in the game for example, I need to enter a certain area. I can't, and so I apparently have to go all the way back to a different area, have one short chat, and go all the way back to the area I wanted to enter to be able to do so. This can easily take 45 minutes and is just one instance of backtracking being brutal here.

In terms of the combat, while I enjoyed it, there is one issue and that is that it is way too easy after you reach about the mid-way point of the game. I got a Gun at this point that let my protagonist and other human partner shoot 3-6 shots per turn, which absolutely obliterated the majority of random encounters. Get one or two demons that have the Tarukaja spell (increases damage) and you will do absurd amounts of damage. This has made pretty much every boss fight from that point on trivial and simply a matter of depleting their health. Some bosses are resistant to Gun attacks, like the final one, but even there the damage the boss dished out was so low (and they only get one action per turn) that I just had to wait for the boss to go down. Part of me was glad because I notoriously am terrible at JRPGs, but obviously being able to spam one tactic for half of the game is not very fulfilling.

I also can't end this part without mentioning the encounter rate. There are many areas where the encounter rate is actually more than OK, but there still are too many where the encounter rate is way too high. It's especially infuriating when you are lost and trying to figure out where to go, or when you are thrown down two flights of stairs and have to go back. It is an improvement over 1 though.

Level Up Screen

The "Meh" Side

This game still has the Magnetite system, which I believe will stick around for a while, and I can't say I like it that much, though it's not a big deal, if you know how to deal with it. Magnetite is a resource that is spend with each step you take, if you have a demon in your lineup. The more demons you have active, the quicker it goes down. As dungeons get larger and more complex, your Magnetite can run out insanely fast if you have two or more demons active. If you have 0 Magnetite, each step dishes out damage to your demons, so you should always have Magnetite. This forced me to grind for Magnetite at multiple points early on to have enough (luckily some enemies give you a lot of Magnetite) but what you can also do is simply walk around without any demons being active. This means you will be in a tough position if you can't get away from an encounter and it means you need to re-summon demons, which costs a little bit of money, but it was a great trade-off in my opinion. In the end game, you get so much Magnetite but dungeons are so massive that even that is not enough, so I never felt secure with the Magnetite I had in stock right until the end, and it's a system I can definitely live without.

There are also some activities you can do on the side, like go to the Casino or play in a "Code Breaker" game. While I didn't play in the casino (I hear you can get some near-game-breaking items from there), I found the Code Breaker game to be not really rewarding. You need to guess 5 numbers in the right order and have about 10 guesses to do so. If you picked one of the correct numbers, a B is shown to indicate that. Get the number in the correct spot and an H is shown. 12345 could for example show you "HBBB", which means one of the numbers is in the correct spot and three others are in the solution. 21358 for example could be the solution, and the quicker you get it, the better the reward. Unfortunately, the only rewards that are worth it were for the first two guesses, and you can imagine how unlikely it is to get those right, so either use your emulator to cheat a win or don't bother. Plus, you need Metal Cards to participate, but you get so many and these Code Breaker stores appear so rarely that they only end up clogging up your limited inventory space, and I didn't realize they were a waste of time until I got to play the game again and truly understand how poor the rewards were.

In general, a lot of items in this game are pretty useless. "Maha-" stones for example are attacks that can damage multiple enemies. Usually, if you face one enemy, it would just hit that enemy, at least if you use "Maha" attacks as part of a demon's magic. If you use the item, it doesn't even work unless there are multiple enemies on the screen. Then there are tons of other items which have 0 use for boss battles and are ineffective compared to your other attacks, so I went through almost all of the game without using any. Only time I needed to use some was during the final few boss fights, when I was locked out from going to any stores and the last 5 or so stores only sold guns, which meant my protagonist (who went from Neutral to Law at this point) couldn't equip his sword anymore, couldn't find a new sword anymore and was useless because he has no Magic attacks and all Gun attacks were blocked, so I just ended up using his turns to waste all the items I had been carrying for almost the entirety of the game.

OVERALL

Overall, I can't say I would have finished this game if it weren't for the fact that I played it on an emulator that let me use save states and let me fast forward whenever I needed to and used a guide. The pacing of everything being slow can really be frustrating when most of the time you are simply trying to figure out what even to do, and backtracking for ages just to get a nugget of info (if it even was available) just felt too ridiculous. I did want to beat it though because I think it is worth it for the story, but I'd recommend watching someone else play it to not potentially lose your mind with this.

Steven is back!

MUSIC/SOUND/VOICE | 8/10

No voice acting. I'd say the sound design was a mild improvement over the original, but not too noticeable in that regard. The soundtrack was great once again here, though I'd say a step down from SMT 1's soundtrack. There weren't enough tracks that were as notable as in that game, and even worse, a select few would play for roughly 80% of your playtime. Truthfully, I did not get fed up with these tracks and could gladly listen to them right now, but I can see how it would get on people's nerves after 30+ hours. There are plenty of bangers here however and it is one of my favorite soundtracks out of all games I played as part of this challenge I am doing, so I can't complain, I just know that Atlus has done better a lot of times.

The dancing animations are great. LET'S DANCIN'!

GRAPHICS/ART DESIGN | 8/10

This game is not technically impressive by any means, so the majority of time is spent looking at wall tiles in first-person dungeon crawling that, while they look improved from the original thanks to actual textures being used (and a variety of them), each dungeon's tiles all look the same and each texture is reused multiple times, apart from later ones. The other part of the game is spent in the overworld, which has an odd mix of blue-yellowish colors but, after getting used to it, is definitely a step up to the originals. Where the game really shines visually is in the design of its demons, which are pretty much all looking excellent and also in its cyberpunk aesthetic, which I think could have been more prominent but shone through whenever it needed to. The UI in this game also looks much better compared to the original, as it has been cleaned up and doesn't take nearly as much space anymore.

The overworld looks different to what I'm used to from SMT games

ATMOSPHERE/IMMERSION | 10/10

Shin Megami Tensei II is just as atmospheric as the first game, and the series in general has some of the best atmosphere out of any video game I've played. To do this despite the clear technical limiations at the time is quite impressive, and it couldn't be done without the game's soundtrack, its art design and the story. There are multiple events that really surprise you and make you realize that in this fucked up world, everything is fair game and no one is safe. Its an atmosphere that is as depressing and hopeless as in the first game due to the state of the world, but I think the options of resolution offered here made me feel more hopeful once it was all said and one than I felt with the first.

CONTENT | 7/10

Dozens of mandatory dungeons, a handful of optional ones, plenty of which provide you with really useful stuff. A huge list of 100-200 demons to choose from, a fun battle system and more story content than in the majority of games at the time and among the highest quality story content for sure. The game will take you 30+ hours, though closer to 40 to 50 if you do the Neutral route and closer to 70 hours, if you decide not to use a guide at all. Unfortunately, as you can tell, a lot of these hours come from not knowing where to go and/or backtracking, so a lot of very good content feels slightly buried in between these nuisances.

LEVEL/MISSION DESIGN | 5/10

There are a ton of really interesting areas to explore in this game, such as the multiple districts in the Millenium, the underworld and the Abyss, but the backtracking and cryptic progression are just so bad. If you want to show a horrible example to the "I liked when games didn't hold your hands" crowd, this is it.

There are a dozen dungeons that looks just like this one

CONCEPT/INNOVATION | 6/10

The concept still feels really fresh here, simply because there was no game like it at the time. All RPGs I've played focused on the same style of turn-based combat and put the onus on level-grinding to be able to beat tough enemies. This game offers a lot more strategic options beyond putting man-hours into playing it, which is what I really appreciate about its system, and its approach to storytelling is unique to this day. Its such a demonic story that the developers, to this day, go to a shrine to cleanse themselves before working on one of these games, and I am glad that their superstition didn't lead them to stop making these outright. In an era where console games where nearly exclusively aimed at kids, I am glad this was made.

That said, the game doesn't innovate a lot over the original, though that is to change over the coming years when SMT moves from mainline to the Devil Summoner and Persona series.

REPLAYABILITY | 3/5

Once beaten, you can decide to go for the other two routes, which will not only change the path to the ending but will also allow you to use different demons and equipment. Replayability is reduced a bit by the fact that progression has a big focus on backtracking.

PLAYABILITY | 5/5

Works well at all times.

OVERALL | 74/100

In many ways, this is an improvement over the original and in some ways, it's a step back. It's a game that shows its age a lot and will be tough to play and enjoy for the majority of people who try it these days, which is why I can only recommend this to hardcore SMT fans. The story is worth experiencing and is the main reason why this game is worthy of a remake, and it didn't do anything to stop me from being excited to play Shin Megami Tense if... in a couple weeks / months, but I'm unlikely to want to play SMT II again in its current state, though happy to have done so.

Tuesday, July 25, 2023

GAME #092 | CASTLEVANIA: BLOODLINES Review (1994) | Beaten

CASTLEVANIA: BLOODLINES (March 17, 1994)
Genre: Platformer
Platforms[Sega Genesis]
Developer: Konami
Publisher: Konami
Moby Score8.1

Started: July 20, 2023
Finished: July 23, 2023
Beaten: Beaten
Playtime: 7 hours

Title Screen

My experience with the Castlevania series is still very limited. I checked out Castlevania III from 1989, but jumped off it pretty quickly due to what I perceived to be a ridiculously high and unfair difficulty. Then I played Super Castlevania IV from 1991, which still is one of my favorite games from this challenge and a great game in general. In hindsight, having learned a bit more about classic Castlevania since, I understand why fans of the 8 and 16-bit Castlevania games have some issues with Super Castlevania IV, but from an 'outsiders perspective', it is a great game, even if it isn't the 'best Castlevania experience'.

To this day, I thought that that was for the best, and that I probably wouldn't have enjoyed the game if it were another classic Castlevania experience, at least based on my experience playing Castlevania III. Luckily, that fear has proven to be overblown after I recently played and beat Castlevania: Bloodlines, which is your typical Castlevania experience. It released on March 17 1994 exlusively for the Sega Genesis and would be just one of two Castlevania games to ever grace a Sega system alongside Symphony of the Night in 1997. Despite this, I'd say Castlevania Bloodlines is among the best games the Sega Genesis ever produced.

STORYTELLING/CHARACTERS | 3/10

There is the usual amount of story in this Castlevania game that you would expect. The manual does a great job of providing you with the information on the setting, though an in-game cutscene explains it as well.

It tells the often-told tale of the Belmonts fighting Count Dracula in Transylvania. It also adds that a certain Quincy Morris finished Count Dracula off in 1897, but was fatally wounded during the battle as well. His son, John Morris, and John's friend Eric Lecarde witnessed the fight and would go on to become vampire killers themselves as they grew older. Those skills would be put to the test in this game, as "Elizabeth Bartley", a 'regal countess' who was found guilty of killing a man in 1421 by biting him in the neck, was brought back to life and looks to bring back Dracula as well.

As the game starts, you pick one of the two characters to fight with, after which a great shot is shown of them looking at Dracula's castle from the entrance. Here is where the game begins. From then on, there is little story that is being told. Environmental storytelling is the main thing you will get here, as well as the typical final shot of Dracula's mansion collapsing. The introduction of these two new characters is also nice. John Morris is equipped with the typical whip, while Eric has a spear.

The scenario is explained before the start of the game

GAMEPLAY | 16/20

This game is your typical Castlevania experience. In a 2D environment, you move through levels equipped with a weapon, either the whip or the spear depending on the character you pick at the start, and try to defeat all the enemies and environmental challenges until you reach the boss of a stage. As per usual, this game requires the player to time their movement and strikes well in order to hit the enemy while also avoiding hits yourself. Unlike Super Castlevania, you can't strike in 8 directions anymore, your horizontal attacks are solely supplemented by diagonal attacks upwards only if you jump this time, giving this a more traditional gameplay feel and challenge.

Where the game shines in my opinion, even compared to Castlevania III which I personally didn't enjoy, is that it gets a great balance between difficutly and fairness. This is not designed like a 8-bit rental game, where aritifical difficulty was used to entice players to purchase the game themselves. The game has a higher than normal difficulty here as well, even on Easy, but nearly every challenge in this game has no BS in it and can be beaten simply by playing and learning the game.

There are four power-ups you can use in this game, which is I believe lower than the typical amount, and all of them feel useful here. There is the boomerang, which can be thrown from a pretty safe distance but only moves forward, not up or down. There is the battle axe, which can be thrown in an arc. There is the sacred water, which produces an effect that shoots through nearly the entire level if used as a special attack, making it the most powerful. It expires pretty fast though, while the other power-ups can be thrown as often as the crystals you collected allow (here used as 'ammo', like hearts in other Castlevania games).

Boss fights are great here, as well as the mini-boss fights throughout the stages. Each of them feels different and offers a unique challenge, which never felt like a daunting task like many other games of the early 90s made me feel like. The bosses have specific attack patterns which can change once you have dealt enough damage, and all of them can be dodged fairly reliably once you figure it out. The only boss that gave me real trouble was the last one, but even that one is definitely doable, it may just take a dozen or so tries.

Overall, this was one of the more enjoyable games to simply play because it flows so well, and while there are those thousand deaths you experience because of gravity (featuring enemies that push you off platforms), they rarely feel infuriating because almost all of the time, you actually feel like you can easily avoid it.

There are Easy and Normal difficulties to choose from at the start. I beat it on Easy, but I got pretty far on Normal as well, where enemies mainly appear more often and some are a bit more aggressive. I've read that this game is considered to be one of the more difficult Castlevania games, but I surprisingly think it's not that horrible, unless it's being compared to more modern Castlevania games, which I have not played yet. You have limited Continues and lives in this game, which is a big part of the issue I imagine. I played with those, but you can give yourself 4 additional lives per continue by using a cheat you can find on GameFAQs.

The Character Select Screen

MUSIC/SOUND/VOICE | 9/10

No voice acting. Once again, Castlevania Bloodlines gives us a banger Castlevania soundtrack. Probably the part I most looked forward to with this game was to listen to the soundtrack after Super Castlevania IV's soundtrack become one of my favorites ever. It helped that that game reused beloved tracks from the other Castlevania games, and the same is true here for Castlevania Bloodlines, but it brings plenty of original tracks forward that I would gladly relisten to outside of the game (I'm doing that as I am writing this) and has a great soundtrack overall. I wouldn't say it's quite on the level of Super Castlevania IV but I'm confident it will be among my favorites of 94 regardless.

GRAPHICS/ART DESIGN | 9/10

One of the more impressive games on the Genesis visually. You travel across Europe in this game, and that comes through not just because the game tells you that you are in Italy or Germany but because the environments are so varied. Add to this that there is the typical gothic and medieval Castlevania style here and it just works really well. Backgrounds are detailed and just bring this all together well to create the perfect backdrop for a vampiric adventure. On top of this, the sprite work is really good. For many bosses, you can clearly see how each of their limbs work independently from each other and this effect works really well once they take damage and lose their arms and the weapons they were holding until they ultimately collapse. A great graphical showing for its time.

The interiors of the Dracula Castle look as good as ever

ATMOSPHERE/IMMERSION | 9/10

Castlevania games have such a great atmosphere. During this time of video gaming where 95% of games would go for light-hearted tones, games like Shin Megami Tensei, Metroid and Castlevania truly are a treat for someone who likes more mature tones. Castlevania Bloodlines creates an atmosphere equally gloomy and haunting as the rest of the series, and the trip through Europe that you take in this game just adds to it really well.

CONTENT | 8/10

You might fault this game for being a bit on the shorter side, and for re-using those few final bosses for a boss-rush at the end instead of creating more unique ones, as well as the more limited number of different enemies present here, but I thought the length was pretty good from today's perspective and overall the quality of the content that is available is pretty high. Three difficulty modes and two characters to choose from which create branching paths offer plenty of time sink material in this game as well.

LEVEL/MISSION DESIGN | 9/10

Castlevania Bloodlines does a fantastic job with its levels, both because the challenges within them are, despite their difficulty, quite fair and because the challenges themselves are very varied. No stage feels alike and offers something new to overcome all the time, while regularly fitting really well with the setting the game provides. There is the stage for example where you need to climb the Leaning Tower of Pisa while it moves from side to side, or the final stage where a distortion is created which displaces the upper and lower portions of the stage and make traversal really challenging in a unique way.



The Leaning Tower of Pisa Stage has a great graphical effect

CONCEPT/INNOVATION | 6/10

It's your typical Castlevania experience, and while I wouldn't say that it has grown stale at this point at all (though I'm looking at it from a 2023 perspective after having played just two of the games), the game also doesn't really innovate a ton here. What it does do though is provide a great Castlevania experience with great visuals, unique bosses and level design and the introduction of two new characters, one of which uses a pretty unusual weapon for a Castlevania game, the spear, which ends up opening new routes due to its special skill of letting Eric jump upwards. So while it's not an innovative concept, Konami did a great job of making it feel fresh and like its own thing that is equal to all other beloved Castlevania games in my opinion.

REPLAYABILITY | 4/5

You can beat this game with two characters and use their unique abilities to take two different routes and face different bosses and environments. This gives it plenty of replay value after beating it for the first time. Once you beat it (or if you use a cheat), you can go through the game again on Expert difficulty as well.

PLAYABILITY | 5/5

Works well at all times.

OVERALL | 78/100

Castlevania: Bloodlines is a great entry into the Castlevania franchise. It succeeds in its gameplay, level design, atmosphere and soundtrack, just like all the best Castlevania games seem to do, and it does so without presenting an unfair challenge for the majority of the game and while requiring the player to overcome obstacles that feel consistently different enough to make each stage feel unique and keep the gameplay interesting. I recommend it to every platformer and retro gaming fan, though the difficulty may be off-putting to players who aren't accustomed to retro games, and there is pretty much no story to speak of here, like in most platformers of its time.

Monday, July 24, 2023

GAME #091 | SONIC THE HEDGEHOG 3 Review (1994) | Not Beaten

SONIC THE HEDGEHOG 3 (February 2, 1994)
Genre: Platformer
Platforms[Sega Genesis], Windows
Developer: Sega Technical Institute
Publisher: Sega
Moby Score8.3

Started: July 21, 2023
Finished: July 22, 2023
Beaten: Not Beaten
Playtime: 3 hours

Title Screen

As part of this challenge, I've been going through these Sonic games as fast as, well, Sonic, and just like that, Sonic the Hedgehog 3 is the Sonic series' fourth attempt to make me a fan of the franchise. It's not like I think these are bad games, definitely not, but there are some pretty key things about Sonic games that do not align with my tastes, and that has been the case for Sonic the Hedgehog, Sonic the Hedgehog 2 and Sonic CD, though Sonic CD has been the game I enjoyed the most so far.

I'm going to explain my likes and dislikes about the Sonic series below and whether this game does something different in those regards, but going in, I didn't really expect anything different here than what Sonic fans got up to this point. And that's more than OK, considering that this is a beloved series of many gamers. Additionally, this is the 4th Sonic game for the Genesis / Sega CD in just 3 years, so I imagine that innovation will be kept to a minimum simply due to time constraints. Looking at this game's wiki, that seems to be the case, as Sonic the Hedgehog would not only not include certain features that would later be turned into Sonic 3D Blast, but there is also a large part of the game that was simply cut and later republished as Sonic & Knuckles. Sonic & Knuckles' cartridge has an adapter that lets you attach Sonic 3 to it, which turns both games into Sonic 3 & Knuckles, in case you are interested in that. I'm only reviewing Sonic the Hedgehog 3.

STORYTELLING/CHARACTERS | 2/10

At the beginning of the game, Sonic has the Chaos Emeralds but gets them stolen from him by Knuckles the Echidna, a new character in the Sonic series at this point in time. Knuckles is the last of his kind living on the "Angel Island", on which the Death Egg of Dr Robotnik crash-lands prior to the start of this game. Knuckles guards the "Master Emerald", which gives Angel Island its levitational power, so Dr Robotnik uses this opportunity to pit Sonic and Knuckles against each other by telling Knuckles that Sonic is attempting to steal the Master Emerald.

For the game itself, that's pretty much it. Knuckles makes life harder on Sonic during the game but there is very little in terms of story here, not unlike other Sonic and platforming games in general at the time. As per usual, this is fine, as it is not expected, especially for a game in 1994, where story cutscenes would likely damage the experience more by interrupting it than enhancing it.

Knuckles taking Sonic's emeralds

GAMEPLAY | 9/20

Sonic the Hedgehog 3 is, to me, the worst Sonic game to date in terms of gameplay. On the one hand, it innovates very little from the formula of the other Sonic games. If you enjoyed those, you will enjoy this game too for the most part, so no need to read on. In the following however, I will explain what exactly irked me more than usual in this game, especially since it is coming off the heels of Sega CD and Sonic 2, both of which are games that I praised for innovating enough in terms of controls, gameplay and level design.

The core gameplay idea behind this Sonic game is the same as with the others. Enter a large level with multiple ways to traverse to the exit, explore to find secret areas, defeat a boss at the end of the zone and in between, learn the flow of the level to go through it without losing one of your limited lives. As per usual, Sonic has a lot of speed, and as per usual, you are supposed to use this speed during appropriate times.

Because, AS PER USUAL, this Sonic game has terrible enemy placement and enemies appearing a millisecond before you can process them as you speed through any area of any level. So, while controlling a fast character, you once again tip-toe around levels once you realize that no matter where you go, unfair threats look to take your rings from you. You then have to recover those rings, because carrying at least one ring means you won't die from your next hit. Unfortunately, in this game, rings are unrecoverable for a good 2-3 seconds after you get hit, so I found myself either recovering very few even if I had dozens on me, or recovering 0. For example, there is this one enemy that has spikes and shoots three balls diagonally upwards. Almost always, it hit me. Half the time, I couldn't recover any rings. This means I had to tip toe next to it to wait for it shoot the balls in order to jump on top of it. Sonic moves like he is gliding on ice however, so the controls are not nearly as tight as you would want them to. Plus, input detection is not as immediate as you would need it to be either. Ultimately, you need to get close enough to time the jump, you need to stay away far enough to not touch the enemy and you can't stay away too far, otherwise you won't time the jump within that short time frame between the three balls that are shot. This would lead me to die countless times to one of these things as I try to do a very simple thing of just jumping on top of this one goddamn enemy.

Enemy design in this game is horrible in general, but there is no enemy more infuriating than that fucking piranha that tries to bite you underwater. It won't let go, you can't do anything about it, so 100% of the time, this means you are just waiting 10 to 15 seconds until Sonic can't hold his breath anymore and dies. Fucking terrible. You fall downwards a lot and can't see these piranhas, so if you jump downwards unfavorably, you literally cannot do anything against them. One of my biggest gripes in any video game is having to jump down from somewhere without seeing enemies/obstacles, and this game's challenge is simply made out of this trope.

Two other things I dislike in Sonic 3 are 1) the special stages, which I think are the worst of all Sonic games so far (you collect blue balls and have to quickly change direction, where you fight the game's controls more than anything) and 2) Tails now being completely forced on you. In Sonic 2, you could go to the options menu and remove Tails, but here, you can't. Tails does almost nothing in 1-player mode but constantly die and distract you. Tails for example cannot breathe underwater, and has his own timer appear for whatever reason, which confuses you into thinking that you need air yourself. The worst fucking part is when I stood near the air bubbles with 2 seconds to go on my own timer, jumped up to grab one of the air bubbles and have FUCKING TAILS STEAL IT FROM ME. I died after those 2 seconds and quit the game right after.

Again, Sonic games are not objectively bad, despite the overwhelming negativity here, but at their best, the 2D platformers are tolerable to me, and at their worst, like here, they're downright terrible to play.

Worst special stage amongst the first four 16-bit Sonic games

MUSIC/SOUND/VOICE | 8/10

The saving grace for Sonic games comes from their soundtrack. As with all other Sonic games (minus the Sega CD boss fight theme), this game has a good soundtrack as well. From what I've listened to, the save select screen's theme is funnily enough my favorite. The worst track here by far is the one for the new special stage, which makes the special stage even less tolerable than it already was to me.

GRAPHICS/ART DESIGN | 8/10

I can only really say the same thing here that I was able to for the other Sonic games. They are some of the best-looking games on the Genesis, some of the better looking games of the 16-bit era and all that applies to Sonic 3 as well. At the same time, Sonic levels often have a cluttered quality to them and can be overdesigned visually, which is not as bad herre as in Sonic 2, but still present.

Production values are high for these Sonic games as per usual


ATMOSPHERE/IMMERSION | 7/10

Not much to say here for this game. It plays, sounds and feels like a Sonic game. The only thing I dislike here in that sense are the underwater levels, which are a lot more present here than in the other Sonic games unfortunately, and they usually are my least favorite part.

CONTENT | 5/10

The main content is similar to what you have come to expect from the other Sonic games, only worse in my opinion due to the issues I mentioned under 'Gameplay'. The special stage here is the worst out of the 4 16-bit Sonic games in my opinion and this game doesn't innovate in any way here, a far cry of the effort that was put into Sonic CD in '93.

LEVEL/MISSION DESIGN | 5/10

Levels are long as per usual and you can go through them in multiple different ways once again. There are a lot of rings to collect, Chaos Emeralds to find through the special stages and bosses to battle, but the in between issues of enemy placement and the terrible way through which this game achieves its difficulty makes this game a step down from the other Sonic games, where I had complained about the enemy placement as well, but never at the level of Sonic 3.

Set pieces like this look pretty good

CONCEPT/INNOVATION | 3/10

Play Sonic 1, 2 and Sonic CD instead of this. Sonic 3 innovates the least out of all these games and feels like a step back for the most part. Knuckles' debut is cool but that's really all you get here.

REPLAYABILITY | 3/5

Less replay value than for Sonic 2 and CD, but Sonic games always have plenty of secret areas to find and Chaos Emeralds to collect, so replay value is present at usual levels.

PLAYABILITY | 5/5

Works well at all times.

OVERALL | 55/100

Sonic games eminate high production values, and there certainly was a lot of money poured into making them once Sonic 2 took off as it did, but money can't buy creativity, and Sonic 3 to me is the proof of it. The core system for Sonic games is in place, and Sonic 3 feels like those were simply re-used with little thought given to how the levels work. Based on the very good reviews the game got at the time, I realize I'm in the minority with this thinking, but I truly did not have a good time with this game. Its above-average visually and through its soundtrack as per usual, and when the game actually flows well it's fun like the others can be, but the annoyances that enemy placement and pop-ups present are more discernible here than they ever were.

Saturday, July 22, 2023

GAME #090 | WARIO LAND: SUPER MARIO LAND 3 Review (1994) | Not Beaten

WARIO LAND: SUPER MARIO LAND 3 (January 21, 1994)
Genre: Platformer
Platforms[Game Boy]
Developer: Nintendo R&D 1
Publisher: Nintendo
Moby Score8.1

Started: July 21, 2023
Finished: July 21, 2023
Beaten: Not Beaten
Playtime: 2.5 hours

Title Screen

Mario felt so bad after kicking Wario's butt in Super Mario Land 2 that he decided to gift him his Game Boy series. So in his first adventure as the protagonist, Wario figures out a path to obtaining enough money to buy a castle for himself in Wario Land: Super Mario Land 3, which initially released on January 21st, 1994 as a first-party Nintendo title exclusively for the Game Boy.

It went on to sell over 5 million units to date and released to mostly positive reviews at the time. Wario would go on to start in plenty more games after this, including Wario Land 2 to 4, as well as Wario World and Wario Land: Shake It! among others. Wario was still a very new Nintendo creation at the time of this game's release, having debuted just a little over a year prior to this as the final boss of Super Mario Land 2. All players knew about him at the time was that he was a bad guy who stole Mario's appearance and castle (he would be called the "wicked imposter" in commercials for that game), and with the release of this game, the manual would go on to describe him as "mean and ugly". You would also quickly come to understand that Wario is quite a greedy individual. You'd think that doesn't sound like the ideal protagonist, but 1) the sales numbers tell a different story and 2) I can appreciate a unique personality for a protagonist in the video game medium, where "Protagonist saves the world" stories are all you have at this point in time.

Overworld for World 2

STORYTELLING/CHARACTERS | 3/10

Wario lost his chance at his own castle when Mario took his own castle back from the thieving hands of Wario. Wario remains steadfast in his desire to find his own castle howevere, and one day, he hears of a rumor that the giant golden statue of Princess Peach got stolen by the pirates of Kitchen Island. "Mario is looking for it but, if I find it first, I could cash it in for a princess' ransom." Wario is looking to get enough money to buy a castle that is even bigger than the one Mario has.

This little summary of what you find in the manual is pretty much all you get here, apart from the endings, which I think add a lot here. Depending on how many coins you collect through your playthrough, you can get one of five different endings in this game. The thresholds are not known to me, but if you don't reach the first threshold, a cutscene plays where Wario hands a genie one bag of coins and gets ... a tiny birdhouse. Wario looks to the floor in disappointment and as a player, you can't help but feel sorry for him. Get more coins and you can get Wario a ... treehouse, which he also doesn't like. Keep going and you can finally get him his castle at one point. Reach the 99,999 limit of coins and a surprising gift awaits Wario. I thought these were well done and add nice incentive to do well during your playthrough.

GAMEPLAY | 9/20

Wario Land plays like the uglier version of Mario Land, which fits the two characters and therefore, if this was intended, should be seen as a compliment. In reality though, I just couldn't enjoy my time playing this game as much as I would have liked.

The game is functional and overall well made, as is typical for a first-party Nintendo title. The end product does not equate fun to me however. Similarly to many Mario adventures, you see Wario on an overworld and start in World #1 Stage #1. With each stage or 'course' that you beat, you get closer to the boss stage. Beat the boss, and the next world opens up.

Each world is themed differently and each course has its own challenges for the player to overcome through platforming. You have to watch out for enemies, spikes, gravity and something that looks like water but actually isn't and will kill you.

What makes or breaks platformers though is how you engage with these challenges, and in that regard, I think Wario Land falls short in what makes a platformer enjoyable to me. First off, Wario Land's gameplay is really slow and repetitive. Through the first two worlds, most of what I experienced felt pretty much the same, looked mostly the same and played exactly the same. Few enemy types (there are a total of 10 in this game with little variety), low difficulty (apart from many cheap deaths like the aforementioned "water" and jumps having to be a lot more precise than one can comfortably do) and bland power-up choices.

Wario can have a normal size and a shrunk-down version of himself just like Mario. When he is at his normal size, finding a "pot" allows him to become Jet Wario (which lets him fly for a short period of time), Bull Wario (attach Wario to the ceiling with the horns) and Dragon Wario (fire breathing skill). Wario has no speed to speak of and the challenges are just way too one-dimensional to ever really get a fun gameplay loop going in this game.

As far as items to collect go, there are only three. A star like in the Mario games, which I found just once. Hearts, which you find regularly and which give you 10 points to your heart counter (when you get 100, you get 1 extra life) and a key, which you are meant to carry while you search for a treasure room, which you need to find to get better (and the best) endings.

It's all competently made but it just plays like one of the less inspired Nintendo games of its time.

10 coins can create a 10-coin piece, which unlocks doors

MUSIC/SOUND/VOICE | 3/10

No voice acting. For sounds and the soundtrack, I've played plenty of Game Boy games by now and I understand its limited sound capabilities. That said, Wario Land is one of the worst sounding games I've played during this challenge and has among the worst soundtracks of games I have played that were professionally made. I assume it's supposed to be a somewhat uglier soundtrack to tell us that we're playing a Wario game, not a Mario game, but man, I feel the need to apologize to my ears for having exposed them to this. None of the tracks I heard in this game ever felt like they had any cohesion in their composition and just sounded like an odd mix of horrible sounds. Usually when I play these monotonous platformers, I have the soundtrack to lean back on and to at least bop my heads to some of the tracks. Here, I wouldn't even know when to bop because way too often there is seemingly no rhythm in these tracks. If this is supposed to be intentional and there truly is that hidden meaning of "Wario is just an uglier version of Mario, so the soundtrack is supposed to show that", than that's fine, but doesn't make the soundtrack less bad sounding.

GRAPHICS/ART DESIGN | 5/10

The limitations of the Game Boy are excusable to a point, but we are closing in on the 32 bit gen of video games and from the perspective of anyone not tied down to a handheld system, the games on the Game Boy look pretty bad for the most part. What devs can mainly do visually is to be creative in their visual design of levels and keeping things varied. While Wario Land has some of that variety I'm talking about, it doesn't have a lot of it and whenever things visually do look somewhat different, the gameplay still feels the same. Sprites are also really big here, so they cover for more of the screen than I'd personally like. It negatively impacted gameplay as well, especially during sections with spikes at the ceiling.

The first boss fight

ATMOSPHERE/IMMERSION | 5/10

The game kind of does a good job of presenting us with the 'uglier' version of Mario, as they described Wario at the time, by making a lot about the game ugly as well. Whether it's by design at times and not by design at others, whether the atmosphere the game presents is on purpose or isn't, it's just not something I would consider very pleasant in how it is presented.

CONTENT | 5/10

There are seven worlds with multiple courses each. After each course, you can gamble your money to try to double it or play a mini game to try to get an extra life. There are also 4 treasures you need to find to have a chance at the best ending. Overall, this game is on the longer side of platformers, but I feel like this is one of the few Nintendo first-party platformers that really shouldn't be anywhere near this long. A similar length to Kirby's Dream Land due to the lack of features would have suited this better.

Enter a gambler's den or a mini game after clearing a course to spend/gamble your coins

LEVEL/MISSION DESIGN | 5/10

The length of most levels here is OK, however most of them lack fair and interesting challenge. While the game is generally too easy, whenever it does get difficult, it's more often than not because of the poor controls and big sprites that you have to combat than actually having to show off the skills you've learned while playing this game. That said, when you pass some worlds and come back to them, new areas open up, so there is some reason for players to explore and experiment in this game.

CONCEPT/INNOVATION | 3/10

This is, at its best, a platformer like you've seen hundreds of times already by the time this game was released. At its worst and, mostly at its normal state, it's the worse version of those platformers due to a lack of variation and slow gameplay.

REPLAYABILITY | 3/5

The endings add replay value to those who enjoy the game's gameplay, especially the best ending, which will require you to find and open all treasure chests.

PLAYABILITY | 5/5

Works well at all times.

OVERALL | 46/100

A good example of a competently made game that just isn't a lot of fun to play, even though it works as intended. Clearly, a lot of people disagree with me based on its sales numbers at the time and its score on a site like MobyGames, but I can't pretend to have enjoyed the very limited offering here just to go with the majority's opinion, at least critically at the time. On top of that, the game was not nice to listen to either, a rare occurence within gaming I feel, at least among known games.