Monday, March 17, 2025

Game #107 | STAR WARS: DARK FORCES Review (1995) | Not Beaten

STAR WARS: DARK FORCES (February 28, 1995)
Genre: FPS
Platforms[MS-DOS], PlayStation
Developer: LucasArts
Publisher: LucasArts, Virgin IE
Moby Score: 8,0

Started: December 13, 2023
Finished: December 15, 2023
Beaten: Not Beaten
Playtime: 3 hours

I've played Star Wars: Dark Forces on two separate occasions over a year apart now, but each time I start this up, I get to the sewer level and give up after being lost for close to an hour. It was only after I dropped this for good today that I'm hearing that the sewer level is infamous for making players do that. Well, I understand your frustration now, my friends.

That said, the last time I dropped this game, I wanted to play games chronologically starting in 1995. This one released February 15 and was therefore the first on my list. As a retro newcomer of sorts, this game understandably looked very bad and getting to grips with its controls (Page up/down to look down or up respectively, 5 to reset view) and its level design had me uninterested pretty quickly.

This time however, I had already started my challenge well over a year ago in 1990, so I have over 100 retro games and even more time-appropriate expectations before going into this. So how does Dark Forces compare to its contemporaries? **Actually pretty well**.

Star Wars: Dark Forces takes the FPS / boomer-shooter genre, accepts its fate as being called a doom-clone in every single review made for it at the time, and adds adventure game elements to it, as well as the looking up and down mechanic I talked about in the last paragraph. The adventure game elements consists of actual cutscenes and mission briefings that actually give you story details as well, which is really nice.

In doing so, the game actually brought the genre forward in a meaningful way at the time. In addition, the maze-like levels known to players from Doom I and II at this point are 'mazified' even further by adding additional floors and overall complexity to them not found in boomer shooters before this point. For the most part, I appreciated this. The complexity also means that you can more easily get lost, and I think in that regard the devs misunderstood complex for stupidly obtuse in certain levels, like the aforementioned sewer level. Add to that that in that particular level there is lots of darkness and limited amount of battery power for your NVGs and it can get pretty frustrating unnecessarily. The very low resolution in this game and poor framerate doesn't help matters as you try to figure out where to go.

Everything you can make out despite the resolution does look pretty appealing though, especially if you're into Star Wars. It often actually looks like you're in an enemy base instead of room after room with same-textured wall after wall. Don't get me wrong, I enjoyed Doom plenty, but when talking about bringing something new and improved to the table, Star Wars: Dark Forces does that in the visual design of its levels as well. Enemy design is another part of this. The game obviously has the immediate unmistakeable Star Wars enemies in the Stormtroopers (and Darktroopers, which is a new enemy type introduced here) as well as all the officers and commanders of the Empire you will find waiting for. But that's not all, as there are probably 20 or so enemies in the game in total, from Droids to turrets to those disgusting Dianogas in the sewer level.

OVERALL | 67/100 ½

Star Wars: Dark Forces will be remastered in February 2024, which means I'll definitely revisit the game at some point next year. If you're into Star Wars and don't mind retro gameplay, this game is definitely going to be a blast to the past that is well worth experiencing with that updated package.

Game #106 | KING'S FIELD II Review (1995) | Not Beaten

 

KING'S FIELD II (July 21, 1995)
Genre: RPG
Platforms[MS-DOS], PlayStation, Sega Saturn
Developer: FromSoftware
Publisher: ASCII Entertainment
Moby Score7.5

Started: December 13, 2023
Finished: December 14, 2023
Beaten: Not Beaten
Playtime: 5 hours

How stupid am I? I played King's Field II instead of King's Field I because I didn't realize that King's Field II was called King's Field I in the US since King's Field I never released outside of Japan. You know? Either way, there is only a year that separates both of these games and apart from minor differences, they appear to be very similar in terms of gameplay. King's Field II is about twice as long though, which is worth pointing out.

Anyway, whether I played the game I wanted to or not, I got the King's Field experience alright, so I'd like to share my thoughts on the game for those of you curious about this game. As you probably know if you're looking to play (or have played) any King's Field game, they were some of the first games developed by From Software, who have built on the foundation here just a tiny bit to bring us games like Demon's Souls, Dark Souls and most recently, Elden Ring in an Action RPG subgenre that they've pretty much pioneered.

King's Field is not quite a soulslike than it is a dungeon crawler / Action RPG that doesn't change up the established genres all that much, but it's FromSoft finding their footing in the video game industry, so I wanted to see their first attempt (second attempt...) at developing a game by playing King's Field (II). 

It's a game alright, and has some good ideas, but the experience is dragged down by sloooow combat and the obtuse nature of everything from dungeon design to itemization and overall progression.

Title Screen (USA version)

STORYTELLING/CHARACTERS | 4/10

The game starts with the camera flying over the island of Melanat, where the game takes place. You find yourself washed up on the coast of Melanat, which is in control of either a god or a demon (the storyteller itself wasn't quite sure). The writing isn't so good in this one. Your purpose isn't explained much further, other than what you can make out yourself. Go into the depths of this place and kill whatever controls the island.

As you make your way through the labyrinthine island, you will stumble upon multiple NPCs, who either give you lore on the island, the enemies and important people, or they will ask you to find something or someone. They'll give you helpful tips as well, and in classic FromSoft manner, you gotta talk to them multiple times to get all the information out of them that they have to give. There was one character in particular who stopped eating his soup to tell me that he is too fat to go down into the underworld. What, there is only a tiny hole that leads there? I laughed quite hard at this line just because of how blunt and out of nowhere it was. If you're wondering whether characters have personality here, that's as much as you'll get out of the ones that you'll see within your first 5 or so hours of playing the game.

Still, there is an effort here to tell a story of a hostile place filled with hostile enemies and one that is bigger than 'em all. Even though it's a story that has been told 80000 times in games by now, effort counts, especially during the early 90s, though the bar is definitely about to be set much higher as more and more PS1 games come out. 

Back Story

GAMEPLAY | 7/20

I know every console has its stinkers and its diamonds, but I still find it fascinating that the only two PS1 games I've played for more than a few hours are THIS and Metal Gear Solid. Talk about two ends of a spectrum. 

King's Field has its fans, and I never want to take anything away from them when I play and review these games myself, but if I'm addressing this review to not just obtuse and retro dungeon crawler / RPG fans, then I can only say that these people should stay far away from King's Field, or at least that they should expect to drop it after their initial curiosity as Soulslike fans runs off. 

Controls can be optimized thanks to emulation these days, but the basic controls look like this. D-Pad buttons to walk in four directions, L1 and R1 to strafe left or right, L1 and R1 alongside a directional button to circle around an area and turn around, and L2 and R2 to look up and down respectively. You will kind of get used to it but I never got really comfortable.

The game runs at a solid (/s) 20 FPS for most of the game but has some spikes both up and down from time to time. Don't know if it's emulation that rescues some frames from time to time or whether it's simply the optimization of the game, but what you need to know is that frames correlate with speed of attacks. Not just your attacks, but enemy attacks. In a game where staggering your enemy is key, not attacking the second your stamina comes back means opening yourself up to being hit. Get hit a couple times against most enemies and you're dead. So if the game plays fluidly for a few seconds, it's not something to be happy about when you're in combat.

If the game runs at its normal FPS, combat is very slow. First, you need to position yourself. Facing an enemy head-on, especially when there are more than 1 enemies in a given room, is guaranteed death. When you swing towards an enemy from the front, the one who hits sooner wins. If you hit the enemy, you stagger it and avoid damage. If you are hit, you don't get staggered but a hefty sum is taken from your health pool and you might be poisoned or paralyzed to boot. And even if you do hit first, you know have to play a game of timing your next attacks. Each swing depletese your entire health pool, so you have to wait for 1% of it to come back in order to swing again. Time it right and you can stagger-lock the enemy for the duration of the battle. Click too early and you lose precious frames before your input is finally recognized, meaning the enemy can get a fatal attack in. And EVEN if you manage to time it correctly every time, killing an enemy takes an agonizingly long amount of time for the first few hours. Then you level up a couple times and instead of taking 30 seconds, it takes 20 or 25. I can live with a lot that this game has to offer but combat was at no point satisfying, and having to circle around enemies to cheaply hit them from the side or back to avoid damage very quickly felt repetitive and even less satisfying, as you never really are besting the enemy but the game.

As I mentioned, death comes quick, and unfortunately this means you usually lose a lot of progress as well. In fact, the game drops you back at the very beginning of the game, even if you reach the first save room that is likely 1-2 hours away at least when you first start playing. If you do save, you spawn at the start, have to go into the menu and load the save point, which takes 20 seconds longer than spawning at your save point immediately would. Emulation and save states will be your friends.

Talking about the menu, this is where you use and equip stuff. Being low on health means opening the menu, going into "Use Items" and using the item before exiting the menu and returning to gameplay. Being poisoned means the same thing. It's not a big deal though because you can rarely heal anyway (I could only bring one healing potion with me 5+ hours into the game), so you mostly open the menu to use items or equip stuff you find.

Stuff you find is another thing. Merchants usually give you items that you find in the game world anyway, and anything that you can't is really expensive, so they don't feel useful at all for the first half of the game at least. Finding stuff is kind of fun, but then you have items like the knight's helm which is in some random corner and not even visible on the spot it's supposed to be on.

Items also have no information on them, whether it's for their use or what kind of stats they have (for equipment), so you equip and then go back to the stats screen to figure out what changed. This is pretty archaic even for 1994.

This all creates a pretty unsatisfying gameplay loop for someone who is into retro games but not quite a hardcore retro RPG gamer. Combat can be fun in 1994, games don't have to be this obtuse in 1994 and games can perform better in 1994 ... well, maybe not quite for that last part, especially for the new 3D market. But still, more likely than not, King's Field will not be enjoyable for you, unless you are part of the more hardcore retro RPG fanbase I mentioned, in which case, go solve this island and hopefully, you'll have some fun along the way.

Finding an item out of a chest

MUSIC/SOUND/VOICE | 6/10

There are 10 or so large areas in the game and one track playing in each. One. Luckily the first few actually are nice to listen to and set the tone nicely, but it still gets very repetitive. The ending music is pretty nice.

GRAPHICS/ART DESIGN | 4/10

The visuals look really bad. The only saving graces here are the villages, which have some retro charm to them thanks to the odd character design and the vibes the locations give off, as well as the enemy art design, which I found to be somewhat well done. Enemies repeat a lot, but they look disgusting, and I think that's a positive for a game like this.

Other than that though, the gray just tired me out after a while. Areas look way too similar, which in a game with no map is not great for getting your bearings. Textures look bland and I can't say that the visuals added much to the atmosphere as a result, other than telling me that I'm trapped in this ugly world, at least until I found the X to close the window.

ATMOSPHERE/IMMERSION | 5/10

The game is not scary, and the island does not have this mysterious feeling to it that I got in some other dungeon crawlers I've played as part of this challenge I'm doing. Even games from 1990 like Elvira: Mistress of the Dark oozes a lot more atmosphere than King's Field (II). 3D will have helped with immersion a lot more at the time, but I felt more immersed in those point-and-click style dungeon crawlers from years earlier. That said, death is truly around every corner in this game and the soundtrack at least pulls off a certain adventure-like vibe.

The buy screen and how NPCs look like in this game

CONTENT | 6/10

It's a shame that I disliked combat and dungeon design so much, because the game has some fun content otherwise. Lots of locked doors, secret paths and items that unlock cool stuff can be found in this game. Finding a dragon stone to put into a stone tablet to finally get a MP-healing source was pretty nice for example. The game is pretty long, so I'm sure there is a lot more where that came from. Unfortunately, you gotta be OK with the gameplay itself, which will probably decide whether you have the interest to play on.

LEVEL/MISSION DESIGN | 5/10

Not the worst. As mentioned, areas have lots of secret rooms and paths to discover, which will lead you to lots of enemies and treasure. Much of it felt optional, so if you want to experience more of what King's Field has to offer, it felt like more was always next door, you just gotta find a way to get there. That said, the poor visuals and repetitive design of the dungeons as well as poor economy design are some clear weak points here.

One of the giant snail enemies 

CONCEPT/INNOVATION | 4/10

This Kings Field game wasn't the launch title, but it's still worth mentioning that that one was launched close to the release of the PS1, and games like these were not at all common at this time. Still, you can see the very short development time in the overall quality of the experience, which, no matter which way you put it, means that this sort of innovation was not for the best, at least not with the execution found here.

REPLAYABILITY | 3/5

You'll probably miss out on lots of secrets after your first playthrough. If you still want more after that, there will likely be plenty to find still.

PLAYABILITY | 4/5

Works well, but the low FPS is headache, and the odd spikes even more so. There is also head-bobbing enabled at the start, which I suggest you turn off asap through the options menu.

OVERALL | 49/100 ½

There are many better dungeon crawlers and RPGs of all kinds available from 1994/5 or earlier. I'd suggest you play those. King's Field has very poor combat that is not only slow and hard to figure out at first, but once you do, you realize it's really not hard to cheese the game. The challenge for me was to stay awake as my character swung 25 times to kill a generic enemy. Maybe you'll feel differently, but I wouldn't personally recommend the game.

Game #105 | DOOM II: HELL ON EARTH Review (1994) | Not Beaten

DOOM II: HELL ON EARTH (September 30, 1994)
Genre: FPS
Platforms[MS-DOS], PlayStation, Sega Saturn
Developer: id Software
Publisher: id Software
Moby Score8.1

Started: December 13, 2023
Finished: December 13, 2023
Beaten: Not Beaten
Playtime: 2 hours

Doom II: Hell on Earth came out not too long after the original Doom. It took only 10 months, in fact. When you play the game, it's easy to see how the game was developed so quickly. It's basically the same game with larger levels, more enemy types and an additional weapon, among some other minor changes. 

If you loved the original Doom, that's great. As someone who liked it, I didn't see that much reason to go through the entirety of Doom II though, since story is, understandably, irrelevant for the game (though not "not important" in general, John Carmack!).

From the couple hours I put into the game, what I realized was that the setting 'Earth' felt somewhat off-putting compared to the first game, that many of the tracks sounded way too tame for a game like Doom and that I've otherwise already played this game, as it plays exactly the same way, just with more levels now.

Don't get me wrong, if you enjoy boomer shooters and Doom in particular, you won't be looking for much else. Additionally, from what I was told, the modding scene is what makes the game so popular still, and having checked some of the user-made levels out, yeah, I can see why. Custom enemies, custom weapons, custom maps, custom music... You can probably spend the next few years solely playing this game and not run out of content. 

OVERALL | 60/100 

I've got thousands of other games I would like to play, so I'm not gonna get into that rabbit hole, but you're invited to do so if that sounds interesting to you. Me personally, I'll gladly return to the series for the next game, but I'm hoping to see a little bit more innovation, if the story itself is irrelevant in these games.

Game #104 | DONKEY KONG COUNTRY Review (1994) | Beaten

DONKEY KONG COUNTRY (November 18, 1994)
Genre: Platformer
Platforms[SNES], Game Boy Color, Game Boy Advance
Developer: Rare
Publisher: Nintendo
Moby Score8.2

Started: December 12, 2023
Finished: December 13, 2023
Beaten: Beaten
Playtime: 6 hours

Thanks to this challenge I finally played so many beloved Nintendo franchises for the first time in my life. Metroid, Zelda, Kirby and now, I finally played my first ever Donkey Kong game: Donkey Kong Country. I knew next to nothing about this game before playing it and I still know next to nothing about the rest of the games, but after playing Donkey Kong Country, I'm definitely excited to check out whichever games next for this character.

Donkey Kong Country released on November 18, 1994 and was developed by Rare. Rare developed 3 games before this that I actually played, namely Captain Skyhawk, Battletoads and The Amazing Spider-Man for the GameBoy. While I didn't necessarily enjoy all of these games (I'm looking at you Amazing Spider-Man), I saw even then that Rare are capable of developing good games, it's just gonna be a budgetary thing that'll decide the overall quality. So Rare developing a game for Nintendo sounded like a great combo before playing this, and turns out, it was.

Donkey Kong Country went on to sell over 9 million copies (3rd best-selling SNES game, best Donkey Kong game), which led to two sequels on the SNES that released in 95 and 96, which I'll check out for sure. But not before sharing my thoughts on this game. :)

Title Screen


STORYTELLING/CHARACTERS | 3/10

There is no actual storytelling in the game. You control Donkey Kong and his nephew Diddy Kong to rid Donkey Kong Island of the Kremlings and to reclaim your bananas that were stolen. This is all explained in the manual exclusively, which has a nice, longer-than-usual story explaining the setting for the game. In the game itself, there are a few characters you meet who will help you out. Funky Kong, the cool dudebro surfer gorilla, who flings you back to a previously finished level really fast if you want to, Candy Kong, Donkey Kong's love interest according to the manual who saves your game, and Cranky Kong, an elderly and wise gorilla who gives you tips. His bio is pretty hilarious because he is apparently the Donkey Kong who featured in the games from the 80s and wants nothing to do with the fancy visuals of (then-)modern day. Legend.

But you're not gonna be playing this for the story and characters, but for the gameplay, the levels and the music.

Top notch 90s writing

GAMEPLAY | 14/20

Donkey Kong Country is a 2D platformer like many others before it. It differentiates itself mainly due to its main character and his barrel-flinging escapades, as well as the amount of space he takes up in the otherwise rather small levels. This changes the dynamic of avoiding enemies and objects somewhat because you have to be more precise with your inputs in many of the levels, which is one of the main reasons why Donkey Kong Country is not as easy as it may seem. There is a save system in place, both in-game and in-emulator (if you want), as well as a generous number of extra lives you can get as you play, so beating the game is by no means impossible, but you'll die more often than you think.

Donkey Kong and Diddy Kong run alongside each other and you can swap them out whenever you want. That's worth it at specific points because Diddy Kong is smaller (good for water levels), runs faster and jumps higher, but Donkey Kong is stronger (kills enemies by jumping on them just once instead of twice), grabs vines automatically and can hold a barrel over his head instead of just in front of him, which matters depending on enemy positioning. 

There are many obstacles to face in the game, and they continuously change up as you play. The game uses the same items and enemies throughout, but makes use of them pretty creatively. The main challenges include avoiding enemies or killing them by jumping on top of them / rolling into them, grabbing ropes/vines to jump across platforms, jumping into barrels which catapult you forward and chaining together some of these challenges to get to otherwise inaccessible areas, which unlock bonus rooms. There are also mine cart levels, underwater levels and rainy levels which make the floor slippery (always love those), so the challenge is constant and varied enough. The difficulty is mostly fair, but not perfect.

Each world ends with a boss fight. These are pretty simple, which is typical for Nintendo platformers I find. Find a good time to jump on top of the enemy, repeat this 5 times (with Donkey Kong) and the enemy is down. Apart from the final boss, I found these to all be easy.

Overall, it's a fun loop and it's one of the better platformers for its time. Donkey Kong's move set is more limited than I would have liked, so I hope the sequels improve upon that, but gameplay is enjoyable enough to carry you through as you listen to the music and take in the great visual style.

A very unique game indeed

MUSIC/SOUND/VOICE | 9/10

There is actually voice acting here, though mainly for Donkey Kong yelling. If you're talking about audio in Donkey Kong Country though, you're mainly gonna talk about its soundtrack. Beloved by just about each of the 9+ million individuals who bought it and the many more millions who emulated the game through other means, Donkey Kong Country's soundtrack is just as much part of the experience as the gameplay. 

Having listened to the soundtrack for hours while playing the game and a couple more hours in addition to that, I can both definitely say that it's a great soundtrack, but also that I wouldn't put it among my favorites on the SNES. The soundtrack has a distinctive quality, which is that pretty much all of the tracks are nice to listen to and there are no real stinkers included, but the soundtrack, for me, doesn't have that many tracks that make me stop and listen to them like I have a tendency to. Games like A Link to the Past, Super Castlevania, Super Metroid, Super Mario World etc. come to mind. 

What makes Donkey Kong Country's soundtrack additionally to me though is that I did not at all expect it to be this vibey and play with different themes like it did. I expected cheerful and jolly music throughout while you run around carefree from level to level. As discussed, the game is much harder than I would have anticipated as well, so it's only fitting I guess that from time to time, the music can set an almost dangerous vibe. If you wouldn't agree on dangerous, I'm sure you can agree that some tracks set a mysterious, adventurous and even thoughtful tone from time to time. Then there is a track like Acquatic Ambience, which sounds incredibly soothing and chill instead of hyper and energetic like I would have expected. 

In general, the water levels have some of the better tracks in this game, which I'm thankful for, because the levels themselves sucked. So if you do play Donkey Kong Country, I hope the levels themselves don't ruin the songs for you. Overall, a great soundtrack by David Wise, who is another composer I can add to the list of "one's to look out for".

GRAPHICS/ART DESIGN | 10/10

Wow. To call Donkey Kong Country's visuals unique would be an understatement. If you are looking for some of the best looking games of the early 90s, put Donkey Kong Country on your list asap. It's really worth reading up on the technology used to make these sprites come to life, but suffice it to say it's impressive how Rare pulled this off. I have no real working knowledge of this stuff, but if I understand it correctly, they managed to turn 3D geometry into 2D images to use in this game, and whatever way would be correct to explain it, all you need to know is that it looks great.

Environments from the jungles to the mines also look great to extend the vibes and emotions that are put forth by the soundtrack, as well as simply being pleasing to look at. Some locations are repeated here, which is worth pointing out, but thanks to obstacles/challenges constantly varying from level to level, the levels still feel much more distinct than different-looking levels in some other platformers were the challenge stays static.

Options Menu

ATMOSPHERE/IMMERSION | 10/10

I've gone over the vibes and emotions I got from playing the game and how it is way different from what I would have anticipated. Apart from the whimsical, quirky characters that aid Donkey Kong and Diddy Kong in their adventure, there is no storytelling or anything here, so it's important for the music and visuals to set the main tone for this game and if you're like me and have played so many of these cheerful platformers that give off "low stake, made for children" vibes (and I don't mean this negatively, I enjoy them myself to this day), you might feel some fatigue from it from time to time. So to have Donkey Kong Country switch up the tone here and there was a very welcome change and definitely will make the game stick with me longer than some of its contemporaries.

CONTENT | 7/10

The content in this game is very good, but it doesn't feel like it has the budget of a Mario game for example. This is understandable for a video game character that remained dormant for a while, but is noteworthy nonetheless. Donkey Kong has a lack of skills, enemies and objects repeat pretty early on (even though their placement creatively differs regularly) and levels provide lots of fun, but not a lot of depth to them. It has the feeling of the start to something bigger to it in many ways.

LEVEL/MISSION DESIGN | 7/10

This game has a lot of levels. While I'd consider most to be good and some to be excellent, there were some levels I really didn't like. A lot of it has to do with the space given to your character and the timing of button presses. The windows to jump in order to reach a platform or barely just get past an enemy (like those damn zingers) felt too short many times. Two things come to mind especially. First, it's all the levels that include ropes. Half the time I'm struggling getting Donkey Kong to hold on, and the other half of the time where I succeed, I felt like I always would eventually hit my head or my legs on one of the zingers patrolling all the ropes in this world. The other situation where this issue arises is during water levels, where fish are seemingly everywhere and you don't have enough control nor space to maneuver past them reliably, at least as a new player. So if you find yourselves in these situations, best of luck to ya. 

Apart from that though, there is more variety here than you'd expect based on the number of enemy types and the limited feature set for Donkey Kong. The barrel levels were fun, the mine cart levels, ditto. Finding secret areas is neat, riding one of the multiple types of animals a la Yoshi is cool too. I thought the mini games weren't as exciting as in Mario games for example, and the last boss was pretty annoying, so there is lots of good and bad here for me, though overall the good definitely wins.  

CONCEPT/INNOVATION | 6/10

The innovation here definitely comes from the graphics. Apart from that, the level design and gameplay has similarities to many platformers of its time, and in many ways to Mario as well. It's just that Donkey Kong Country has passion oozing off of it from every direction and also controls well for the most part, which is more than I can say for most platformers in this era of gaming.

REPLAYABILITY | 3/5

After beating this, you can try and find more of the bonus levels to get closer to 101% completion, though as someone who has never done a speedrun or followed the scene, I still don't know what the additional percentages after 100 mean in these games.

PLAYABILITY | 5/5

Works well at all times.

OVERALL | 74/100 

A must-play for platforming fans. Some of the most unique visuals for its time, a great soundtrack, fun levels (but also some frustrating ones) and overall just a charming game. I wouldn't call it my 3rd favorite SNES game like its sales would suggest, but I'm positive someone else out there will and I can definitely see their point.


Game #103 | EARTHWORM JIM Review (1994) | Not Beaten

EARTHWORM JIM (October 1994)
Genre: RPG
Platforms: [Sega Genesis], SNES, Game Boy, Game Gear, Windows 95, MS-DOS ..
Developer: Shiny Entertainment
Publisher: Playmates IE, Virgin IE
Moby Score7.8

Started: December 12, 2023
Finished: December 12, 2023
Beaten: Not Beaten
Playtime: 2 hours

During this time I didn't have much time/motivation for my usual fleshed out reviews. In hindsight this should be part of a rapid fire review, but it's no biggie, as future reviews will return to the known format.

Earthworm Jim is probably the best animated video game since Battletoads at the time of its release, and I think it's fair to say that those two games were just at their own level in that regard beyond any other game on the market. It's hard not to be amazed at how much work went into dozens of different animations, whether it's for shooting, whipping, getting bitten in the butt, pulled from side to side by a raven biting at your head and more. 

Unfortunately, as a game, Earthworm Jim was probably one of the more frustrating experiences I've had during my 100+ game journey from 1990 to this game's October 30, 1994 release date. A poor control scheme that I not once really felt in control of, enemies popping up and attacking you less than a second after they become visible, environmental objects pulling, pushing and locking you up while you try to just get past them, and a slight delay in movement made this very, very annoying to play.

OVERALL | 53/100 ½

The visuals are great, the soundtrack was nice to listen to, sound effects are well done and funny, but unless I find a time machine that brings me back to the late 90s and early 00s with nothing but Earthworm Jim to play, I don't see how I would ever force myself to push through this game.