Wednesday, May 10, 2023

GAME #053 | SUPER GHOULS 'N GHOSTS Review (1991) | Beaten

SUPER GHOULS 'N GHOSTS (October 4, 1991)
Genre: Platformer
Platforms: [SNES]
Developer: Westone
Publisher: Capcom

Started: May 9, 2023
Finished: May 9, 2023
Beaten: Beaten
Playtime: 4 hours

Following 1990's 'Gargoyle's Quest', the next release in the 'Ghosts 'n Goblins' series is Super Ghouls 'n Ghosts, the third main entry after the 1985 and 1988 Arcade games. Super Ghouls 'n Ghosts, developed and published by Capcom, is the first among these three to not be released for the arcade at all, instead focusing all efforts on a SNES release on October 4th, 1991 in Japan initially.

As the challenge started in 1990, I didn't play the other two games in the series, but I didn't have to to have heard of 1985's 'Ghosts 'n Goblins', which is infamous for being one of the hardest games of all time. Just by looking at gameplay for that game, I can tell you that 'Super Ghouls 'n Ghosts' for the SNES is a much easier game, though by no means easy.

Regarding the difficulty, there is a pretty noticeable difference in the NA and Europe versions. The European version is much simpler due to fewer enemies on screen, fewer of the harder enemies and, from what I can tell, less hits needed to take them out. Apart from the lower difficulty, this helps combat the slowdown effect that is more common in the USA version. A slowdown, for those who don't know, is literally that, the game slowing down. This happens when there are many sprites and/or special effects on-screen at the same time as, in this case for the SNES, it pushes the console to its limits. In the European version, I've experienced slowdown only once, and that was very brief. So if you want to play the game and are looking for an easier time, go with the European version.

Accessibility: I might lead off with this one from here on out for all games that have any sort of accessibility options, as those are still not common at all in 1991. For this game, as it is not originally designed for the Arcade I assume, there are some pretty nice options to make the experience even easier / more bearable for yourself. First, there are four difficulty levels, from beginner to professional. Higher difficulties increase enemy amount, boss health, how many money bags you need to collect to gain additional continues and a few other things I haven't noticed. In addition, you can choose the amount of lives you have from 1 to 9. Add to both of these that there is a checkpoint system and all this definitely makes the game much easier than the vanilla experience.

STORYTELLING/CHARACTERS | 2/10

Once again, you are knight Arthur. The setting for this one is described in the manual only. It's titled 'A Knight's Quest'.

"All hail, dauntless knight Arthur! Years ago you quelled the terrifying phantoms of the Ghoul Realm [...] and rescued Princess Guinevere. But now the kingdom is shrouded under an eerie spell. Sardius, the Emperor of Evil, has snatched Princess Guinevere [...]"

It's your typical old-school platformer sequel storyline set-up. Same things happened again, you must save everyone again. It's fine, you didn't play a game like this for the story back then.

In-game, the opening has Arthur and Guinevere in arms in her castle, as someone approaches through the large window behind them. It's Sardius, who kidnaps Princess Guinevere and flies off. Now you must go through 8 levels to defeat Sardius and get the Princess back. But there is a catch. Like is typical for this series, you don't go through the levels just once to win. Once you go through them for the first time, the Princess tells you that she was wearing a powerful bracelet. That bracelet was the reason she was kidnapped and using it is the only way you defeat Sardius. Luckily, she dropped it whilst kidnapped, so you gotta go through all levels and find it. That's the only dialogue in the game, so you're really not playing it for the story, but the game gets a bonus point for having continuity with its main character and, albeit just a tiny bit, for adding to its lore.

GAMEPLAY | 12/20

Let's compare some of this to 1985's 'Ghosts n' Goblins' here to show you where this game changed and, usually, improved.

You control knight Arthur in a 2D platformer where you kill enemies with some sort of a projectile whilst jumping from platform to platform to avoid falling to your demise. There are 8 total levels and a boss at the end of each level. Apart from throwing your projectiles (lance, dagger, crossbow, scythe, torch, axe, tri-blade - yes, these all act as projectiles here), you can double jump and crouch, which I don't think you could do in the NES title.

You have two hit points, which is unchanged from the original, so get hit twice and you die. You either are sent back to the start or, if you've made it far enough, start at a check-point. Each level has a 5 minute time limit, something I never had an issue with. You either die or make it in time.

Many enemies are the same from the NES title, and act the same. Most infamously, there is the "Red Arremer Ace", the red devil-like creature that constantly avoids your hits and swoops down on you out of nowhere. This thing is just as annoying here as in the NES game, because the worst part is, if you don't kill it, it will follow you until you do. Plus, depending on the weapon you got - and plenty of them suck - it will take multiple hits to die, but you're likely going to get hit at least once before you get it down, and often enough twice, which, again, means you die. Horrible little creature.

Gameplay on the easier difficulty levels is mostly controlling well, but there are some issues you will have to live with no matter how many enemies are on screen. For example, jumps can be very hard to control sometimes, a frustration that is exacerbated by the fact that platforms you need to jump on are very small sometimes. Plus, you need to choose the direction you want to jump in while you press jump. No changing direction mid-air, so you can imagine how frustrating that is. On top of that, there are ladders you can climb here. For some reason, you need to hold 'Up' while climbing for much longer than the ladder appears to be long, as your character is stuck in an animation at the top of the ladder for a good second before he stands upright. This second is usually vital as some sort of enemy or obstacle is often placed near the top of ladders. And if you are on top of a ladder and just want to crouch, to for example break open a chest next to it, too bad, your character will start climbing down the ladder instead.

Boss fights in this one, for the most part, are surprisingly easy. Especially if you get the right weapons into the boss fight, you can make a lot of damage quickly.

There are some unique environmental challenges to each level, which I enjoyed. In the first, you need to stand on top of the right platforms while a wave forms, otherwise it will take you out. In another, an avalanche approaches and can throw you to the start of the area, so you need to climb ladders or stand on a platform above that the avalanche can't reach to avoid that. There are some other things like that, which adds to the variety in gameplay, which otherwise isn't all too varied but mostly enjoyable.

The end game condition being that you have to find a bracelet does tank the overall fun factor however, because to get it, you need to open chest after chest without getting hit once until you can upgrade to the golden armor, at which point one of the next chests will reveal the bracelet. Get hit once and you lose your armor and need to keep opening chest after chest once again, because chest #1 gives you iron armor, then a random number of chests later you'll find emerald armor and after another random number of chests later you'll find the gold armor, so this takes a while.

MUSIC/SOUND/VOICE | 7/10

No voice acting. The sound design is fairly average, though with a few sound effects that are odd picks. For example, destroying stone statues gives off the sound of glass breaking. The soundtrack overall is quite fitting with the overall atmosphere that is present here, with some spooky tracks to enhance the immersion. Wouldn't place the OST among the greats, but fits the game well.

GRAPHICS/ART DESIGN | 8/10

Compared to the NES game, this is a great jump in graphical quality in pretty much every aspect. Not a surprise given the jump to the SNES, but this definitely gives off sequel vibes just based on that. The devs did a great job in the enemy design and put plenty of effort in animations to make the game feel much more lively. A nice touch is that your health is indicated by what you're wearing. Wearing armor means you can get hit once without dying.

The first 5 levels have a pretty unique design and weather conditions. Stage 6 to 8 all play in Sardius castle and look similar.

ATMOSPHERE | 7/10

A spooky atmosphere is present throughout. Though the fact that you walk around in your underwear when one hit away from death is kind of an odd pick as it works contra to the atmosphere the game is going for otherwise.

CONTENT | 6/10

The game is not overly long, and most of the duration comes from the trial and error due to the difficulty. Apart from that, there is a slightly average amount of content here for a platformer, with more weapons than usual, more enemy variety than usual and different types of environmental challenges.

LEVEL/MISSION DESIGN | 5/10

Of the eight levels in this game, the final level is just the boss fight with Sardius, the two preceding ones are relatively similar (and one is very short) and then you have five that are unique in design. The mission design for these is pretty basic. Go through a level, defeat the boss at the end to move forward. The time limit present is not that relevant and I never had any issues with it. Having to go through the same levels with a slight increase in difficulty again after going through them once already is something I personally didn't necessarily enjoy, but your experience might vary there.

CONCEPT/INNOVATION | 4/10

It's pretty much the same game compared to the other ones. The most innovative part about this game is the fact that it was made much more accessible to players of lower skill.

REPLAYABILITY | 3/5

Apart from trying to beat your high score and trying to win with higher lives selected, you can also try to win the game on higher difficulty levels.

PLAYABILITY | 5/5

The game worked well at all times. You'll experience a bit of slowdown, if you play the US version, so I'd recommend the European one.

OVERALL | 59/100

A very skippable game. It doesn't take advantage of the SNES at all from a graphical and technical standpoint, it's a much worse version than the one for the Arcades, it's in general a rather basic platformer, very repetitive and lacks features. Not the worst game of the year, but a Top 5 contender.

Tuesday, May 9, 2023

Game #052 | CIVILIZATION Review (1991) | Not Beatable

CIVILIZATION (September 1991)
Genre: Strategy
Platforms: [MS-DOS], Amiga, Atari ST
Developer: MicroProse
Publisher: MicroProse

Started: May 5, 2023
Finished: May 9, 2023
Beaten: Not Beatable
Playtime: 5 hours

This is going to be a short review similarly to what I did for 1990's Wing Commander. The truth is, there are some genres and games that are not going to be my cup of tea. This means that my review for these games couldn't do them justice. The right person will absolutely love Wing Commander, and the right person will absolutely love Civilization I, despite its lack of QoL and overall features compared to newer entries. So in terms of this challenge, I don't think it would be fair for me to review these games with my review score.

That said, I can recognize an objectively well-made game when I see one, and Civilization definitely belongs in that category. I can't say I didn't have any fun with the game either, I definitely did in my 5 hours it. However, the game (and its manual) is so packed with features that take a while to get a grasp of in nature, and also get more difficult to figure out due to the old-school UI. Once you get somewhat of graps of the basics though, the game becomes kind of routine, where you use the cities you build to create settlers, militia, phalanx and more, where you use these characters to explore the world, where you meet other races and either go to war or make peace, and where you overall try to gain world domination before you lose.

The gameplay loop was definitely fun. If you're intro strategy games and you want to go into the Civilization series from the start, I'm sure you'll find a lot of enjoyment out of this. And even if I will likely not include most strategy games to my challenge playlist for the coming years, Civilization will likely become a mainstay.

Friday, May 5, 2023

Game #051 | CAVEMAN NINJA: JOE & MAC Review (1991) | Beaten

CAVEMAN NINJA: JOE & MAC (1991)
Genre: Platformer
Platforms: Arcade, MS-DOS, Sega Genesis, [SNES]
Developer: Data East
Publisher: Data East

Started: May 3, 2023
Finished: May 5, 2023
Beaten: Yes
Playtime: 3.5 hours

Caveman Ninja, Joe & Mac, Caveman Ninja: Joe & Mac, whatever you want to call it, is a platformer that released some time in 1991 for the SNES, MS-DOS, and, in 1994, for the Sega Genesis. Developed and published by Data East (known for Windjammers), this platformer is the worst 'well-known' SNES game I've played to date, not only because it is a rather boring platformer, but because the Arcade version is just so much better for some reason. The Arcade version had better framerate, better sound, better graphical presentation, more diverse and interesting levels, more dynamic boss fights and just in general looks way more fun. As I don't review Arcade games for this challenge though, I was left with the uninspired and truly lazy SNES release that Data East dropped onto the gaming market.

STORYTELLING/CHARACTERS | 2/10

You play Joe, a caveman who has to fight Neanderthal 'nerds' who kidnapped the cavewomen. The prehistoric setting is described as 'days when "rock and roll" was just rock and "fast food" was dinner you couldn't catch.', which I thought was asuming. The main goal here is to go through each level, defeat the boss and rescue a cavewoman, who then run on-screen and give Joe a kiss on the cheek. Joe drops a peace sign and runs off to the next level. It's truly an unga-bunga game in all facets. At the end of the game, the credits roll as Joe & Mac just stand there motionless, smiling. I can only imagine Joe asking Mac where the hell he was while Joe himself was fighting for his life. In truth, this can be played with a buddy, who would control Mac.

GAMEPLAY | 7/20

This is an uninspired as platformers from the early 90s get without being a disaster on a technical level as well. You have access to five weapons, from throwing bones to boomerangs to fire to a stone wheel. They vary in speed that you can throw them and the power behind them. Most of the time, the weaker weapons are useless however. When you hit an enemy enough, they scream in pain and then become invincible for a few seconds and usually hit you with some sort of, let's call it 'super attack'. You wait, hit them again once they can be hit again and repeat this until the health bar depletes. Thing is, for some of the later bosses, if I throw the bones at them, the "screaming" animation plays but the boss doesn't actually lose one health point because the weapon is too weak. Alas, I still have to deal with the invincibility for a few seconds and defend their 'super attack'. But if I were to just use the stone wheel or fire, the bosses always lose one health point when they are hit. So there is no point in using the weaker weapons.

Before you meet the bosses, you do some platforming as you try to avoid those Neanderthal 'nerds', dinosaurs and rocks. It rarely takes you longer than a couple minutes to reach the boss area because all levels here are incredibly short. You could just run through levels without attacking a single enemy and overall they appear mostly pointless.

You have one ability in this game and that is to point upwards while jumping, which allows you to jump further.

In general, there appears to be a shocking lack of f*cks given for the SNES port. Apart from what I just mentioned, the devs just start re-using bosses in the second half of the game (they don't really become more difficult either). Apart from that one ability, if you can call that an ability, you can only run forward and throw your weapons. That's pretty boring. A level or two in and you've already seen it all.

MUSIC/SOUND/VOICE | 6/10

No voice acting. The OST is focused on two themes. Stone age and positive vibes. Most of the tracks will sound similar to many other games that try to go for the positive vibes theme, which isn't a bad thing but means the soundtrack for this game is pretty average with its use of the xylophone, flute and bongos that you'll instantly be familiar with. Out of all, I'd say the 'Stone Age Skirmish' boss music is the one that will sound most recognizable should I listen to the OST again in the future.

GRAPHICS/ART DESIGN | 5/10

It's not that good looking compared to the other SNES games that were available at this time. There is a nice variety of colors here and there, the general design of the levels are somewhat varied, but where this game again fails is in attention to detail. The sprite work is meh, the design of the water for example is just a jagged lines and blue color and no animation to it and speaking of animations, I've seen plenty of NES games with much, much better animation quality and depth than in this game.

ATMOSPHERE | 6/10

This is a stone age themed video game alright.

CONTENT | 4/10

Apart from the very short levels and the lack of variety in most aspects of this game, there are a few secret levels you can unlock by figuring out a way to collect equally secret keys that unlock these secret levels. You catch my drift? So say, in the first level for example, where you need to crack open an egg which releases a flying dinosaur that flies around for a bit, and if you stand still, picks you up and flies you off to one of these secret levels. Those are nice, but not that easy to find and apart from them, there isn't anything else to get you hooked.

LEVEL/MISSION DESIGN | 3/10

I mentioned that levels were short. But only until you play the game will you notice how short some levels are. There is one level in particular where you simply need to jump up a few times. In 10-15 seconds, you already reach the boss. What? There are some that also take a minute or less, and none take longer than 3-5 minutes, which would be an average level length for other platformers. It doesn't help that bosses are re-used in the second half, and multiple times as well.

CONCEPT/INNOVATION | 1/10

Literally nothing about this game is innovative in the slightest. This goes double for the SNES version. I'd even say it is worthy of a -1, because it sell the capabilities of the SNES well short. But in its form, all it does is use a bunch of elements from other platformers in a worse way and add its stone age theme to it.

REPLAYABILITY | 2/5

Hard to say that this game is worth the initial full playthrough. But if you do enjoy it, your main motivation to play again will be to figure out how to unlock those secret levels and to beat your high score.

PLAYABILITY | 5/5

The game worked well at all times.

OVERALL | 41/100

A very skippable game. It doesn't take advantage of the SNES at all from a graphical and technical standpoint, it's a much worse version than the one for the Arcades, it's in general a rather basic platformer, very repetitive and lacks features. Not the worst game of the year, but a Top 5 contender.

Thursday, May 4, 2023

Game #050 | ANOTHER WORLD Review (1991) | Beaten

ANOTHER WORLD (November, 1991)
Genre: Racing, Vehicular combat
Platforms: Amiga, Atari ST, MS-DOS, Sega Genesis, SNES
Developer: Delphine Software
Publisher: Delphine Software, U.S. Gold, Interplay, Virgin Interactive

Started: May 3, 2023
Finished: May 3, 2023
Beaten: Yes
Playtime: 2 hours

Game #50. That's a nice milestone hit. We get there with Another World, a short cinematic platformer / adventure title developed by Delphine Software, who are also known for the game 'Flashback' and 'Shaq Fu'. This game is a unique one, so a good choice for #50, as it mixes up actual cinematics with gameplay, something that wouldn't become the norm until much later down the line as we all know. The game was initially developed and released for the Amiga in November 1991 but later came out for the SNES and Sega Genesis as well, among many other platforms.

STORYTELLING/CHARACTERS | 6/10

You play Lester Knight Chaykin, a physicist who at the start of the game arrives in his laboratory, rides an elevator down to his main office and starts an experiment. I couldn't figure out what it was about, but wikipedia describes it as 'attempting to reconstruct what happened when the universe was born'. During his experiment, the facility and him are hit by a lightning strike, which teleports Lester to an alien planet. Here, he has to evade monsters for a while until he is taken hostage by the locals. He escapes and helps free an alien creature that was captured with him called "Buddy", who henceforth assists Lester in his escape from this planet.

The manual itself only has a short diary entry from around the mid-way point of the game, where the main character talks about the friend he has found in the alien planet and how the energy weapon works that an enemy has dropped earlier.

The cinematics are mixed in between gameplay sessions of a game that will take you roughly an hour or two, and only 20 minutes if you know exactly what to do, which isn't too hard on a second attempt.

The plot itself is basic, but the inclusion of a friendly, strange creature is the kind of story element that will be used many more times in the future of gaming and that will pull at the heartstrings of many gamers. I doubt this was the first platformer to use this, but 'Buddy' definitely played a noteable and pretty useful role here.

GAMEPLAY | 11/20

This is a platformer / adventure, and your goal is to do platforming, solve some light puzzles, shoot a few bad guys and do so without dying a lot, as the checkpoint system can get pretty frustrating. If there is a particular part you are stuck at, it's not going to be unusual for you to go for a couple minutes of the previous parts over and over again. The most popular comparison I could give here would be the bonfire system in Souls games. Die to a boss and you respawn minutes of running away. Die here to anything and the same thing is true pretty much.

Sometimes, it's not quite clear where you are to go next, so you kind of end up shooting at everything and see if it opens up a path forward for example.

But other than, it's OK. The 'Buddy' character actually is quite useful in that he opens up holes for you to climb in and in general assist you through various means, which was pretty cool to see friendly AI this 'advanced' in 1991.

MUSIC/SOUND/VOICE | 9/10

No voice acting. The sound design has no business being this crisp and atmospheric. The echo of your steps when you run around in caves, the sound of the wind howling when you're outside, the sound of the water while you're swimming in it, the sound that translates the power behind those shots you take with your energy weapon really well and so much more is so well done.

The soundtrack is incredibly tense and perfect for the type of atmosphere this game is going for. Most of the game is played in silence and only accompanied by the various ambient sounds, but when the soundtrack kicks in, it only adds to the action.

GRAPHICS/ART DESIGN | 8/10

Mostly a good looking game but partly a mixed bag, most notably in its design of the backgrounds in some areas, which look rather uninspired, and characters. On the other hand, you have great detail in particle effects, the cinematics and some of the backgrounds, especially when you first enter this alien planet. But overall, it's a good looking game compared to its 1991 peers.

ATMOSPHERE | 9/10

Very atmospheric, from start to finish. You start the game wondering what this odd looking dude is out to do late at night in his labratory. You continue wondering as Lester is teleported to an alien planet, with weirder and weirder looking creatures and natives. You build an unlikely relationship with this friendly stranger that you rescue, you try to make your escape through dark caves, squeeze your way through vents, use your energy weapon to shoot your path forward and do so while the soundtrack amplifies the tension in the right moments. It's really well done.

CONTENT | 4/10

The big focus on cinematics means there is less space left to make this a lengthy game, or at least so I'd assume. So you're left with good content here for the most part, but not a lot of it at all.

LEVEL/MISSION DESIGN | 6/10

The design, apart from the inclusion of cinematics, is pretty basic. You got the old-school issues with an unfair checkpoint system rearing its ugly head from time to time, but other than that, there isn't anything notable to add here.

CONCEPT/INNOVATION | 8/10

Very unique in the way it tells its own story using, for the time, sophisticated cinematics. If we're fair, it's questionable whether this type of game has a higher fun factor than many of the top-end platformers that would release in the early 90s, as the game has to balance the high quality cinematics with much less content overall, but the concept in itself is promising and brings the medium forward in its attempt to blend story and gameplay together.

REPLAYABILITY | 1/5

Once you've beaten it, there is no extra incentive given to replay it.

PLAYABILITY | 5/5

The game worked well at all times.

OVERALL | 67/100

Solid graphics, great atmosphere and sound, well done cinematics that were unusual for its time. Definitely worth a try.

Wednesday, May 3, 2023

Game #049 | ROAD RASH Review (1991) | Not Beaten

ROAD RASH (September, 1991)
Genre: Racing, Vehicular combat
Platforms: Sega Genesis, Amiga
Developer: EA
Publisher: EA

Started: April 30, 2023
Finished: May 1, 2023
Beaten: No
Playtime: 5 hours

Ugh, an EA game, I bet it's filled with microtransactions. Oh, right, we're in 1991. This game is called Road Rash, and is a racing game with some fighting elements. There is a spiritual successor for it called Road Redemption, which released in 2017.

STORYTELLING/CHARACTERS | 2/10

There actually is a set-up for this fictitious world in the manual. There once were two bitter rivals in Fang and Polygon. After Fang lost their final official race because Polygon tempered with Fang's bike beforehand, Fang challenged Polygon to an unofficial race, which started the cult behind 'Road Rash Races'. "Punching, kicking and clubbing and 150 miles per hour are the norm for Rashers".

In-game, you are greeted with messages by friends and foes before and sometimes after a race. Sometimes it's trash talk, sometimes it's a friendly hint and sometimes it's a police officer who tells you to not drive too fast, so he can catch you. After each level you beat, there is also a very short cutscene that plays where your character and, I presume, his girlfriend take their helmets off and enjoy the fresh air after winning all tracks in the previous level.

It's a bit more than the bare minimum, and I liked seeing those messages before races.

GAMEPLAY | 12/20

This got kind of addicting really quickly. Obviously I'm gonna move on as part of the challenge, but I'm sure I'll play this to chill out from time to time like I used to do for F-Zero.

You start with the standard bike and have 5 races available at the beginning. Your goal is to win each race against 15 or so competitors, which allows you to move up in levels and difficulty, until you reach the final race. After each race, you are compensated in $ based on your finish and can use it to upgrade to bikes that are faster and can be controlled better. Most of the time, progress is blocked because your bike simply won't be fast enough to win, so you'll need to farm money in races you know you'll lose to be able to afford a better bike. I can't say how much of a grind it is at later levels, but it was acceptable where I stopped, which was after I finished the second level.

The special feature of Road Rash is that during races, you can ram the bike of the other racers, punch/kick them and hit them with melee weapons. You have a meter for your bike and your character health. If your character health goes down to 0, you fall off your bike but it recovers over time. There are also cars on the road that drive in both directions, which you have to avoid. If you are hit, you usually fly far away from your bike and have to run all the way back to it to get back to driving, which takes a while. Cars can hit your bike after you already crashed and kick it even further away that way, which is a funny mechanic, but might get frustrating later down the line because after two crashes, you're pretty much not going to win. I didn't find any way to back out of a race other than a reset of the emulator. Finally, there is a police bike that drives around sometimes as well, and if you fall off your bike near the officer, he will bust you and fine you money.

I really like the idea of this, and it's recently gotten a spiritual successor in Road Redemption (2017), but at least for the first two levels, I never really saw much incentive to battle the bikers. You either don't catch up to the fastest bikes or you can blaze past them once you do, so there isn't a lot of time for when you could be in a confrontation with them. Plus, I never got a melee weapon up to this point and I'm not even sure how to attain one, so that was disappointing.

The racing was fun regardless. It's very simple, you have to try to stay on track in a vertically scrolling 2D track, avoid the cars and get past the other racers. Your bikes differ in speed and handling, though that is not indicated everywhere but in the description of the bikes as far as I could tell.

Road Rash got two sequels over the next years, which were both praised for the same fun factor that you got with the first, but also criticized for lack of innovation. For those reasons, I'm not going to try those, but Road Rash goes 3D in 1998, has a PlayStation release in 2000 and then one final release in 2009 on the EA Mobile site only (hello, modern EA) before it then started to sit dormant ever since.

MUSIC/SOUND/VOICE | 6/10

No voice acting. The sound design in this is actually not so good. There aren't many sound effects here to begin with, including when your opponents crash into cars or the sound of the engine of any car in general. The main sound you will hear is the tires screeching when you turn corners, and that sound doesn't even sound like how it sounds in reality or even close to it.

As far the OST, I think overall it's a plus. If you played this when you were younger and played these maps over and over again, it's a soundtrack that feels distinct enough to stick around with you for a while. The track I liked the most is probably the Pacific Coast one. All tracks have this element to them I can't really describe well, but if I had to make an attempt, I'd describe it as a low pitch bouncey sound, which definitely is a terrible description. But nevertheless, my point is that it didn't quite gell with me and it being the connecting theme in the OST, I can't say this would be among the great soundtracks of this year if I were to make a list. Unlike a game like F-Zero, the OST didn't have any really good tracks that I would gladly listen to outside of the game either.

GRAPHICS/ART DESIGN | 7/10

The game doesn't look bad, it doesn't look fantastic. You drive down a road that looks the same throughout for each map with forests and mountains visible in the horizon. You and your opponents look the same and are only distinguished by color. What I really like about the graphical presentation is the animations. The animations of the crash and how your bike and you fly into the air and down on your butt and how you rush back to your bike is pretty funnily presented here. In terms of graphical fidelity, your main issue here might be that you will have a hard time sometimes figuring out that you're approaching a car, as the low resolution from time to time makes them hard to see quickly enough.

ATMOSPHERE | 6/10

In terms of atmosphere, it hits best when you drive behind a group of bikers and see them drive into the trunk of the car in front of them and fly off their bikes as you leave them in the dust. Or when you are side-by-side with another biker and throw a punch or hit their bike with yours to drive them off course. That doesn't happen often enough though I thought.

CONTENT | 6/10

There are 5 levels with 5 races each and 8 total bikes you can unlock. It's a solid amount of content, nothing special here.

LEVEL/MISSION DESIGN | 7/10

Pretty basic but clean design here. You go through more and more difficult levels and continue to earn money to unlock faster and faster bikes. Effective, and I'd say you'll have a fun 10-15 hours or so trying to win all races.

CONCEPT/INNOVATION | 6/10

I like the concept of using illegal tactics during a race to gain an advantage. I just don't feel like it's fleshed out here and you rarely have a need to use these tactics. It would have also been more fun if we could have gone into a race having some sort of melee weapon pre selected, because I went through two levels without getting my hands on a single one.

REPLAYABILITY | 3/5

It's a racing game, so you'll have plenty of motivation to keep playing and trying to beat your previous high scores.

PLAYABILITY | 5/5

The game worked well at all times.

OVERALL | 60/100

It's an enjoyable racing game. If you're looking for a more modern experience though, I'd suggest checking out Road Redemption. Road Rash's main selling proposition, the fighting during the racing, is only a small part of the gameplay here and it quickly just turns into a normal racing game for the most part.