Posts Tagged 'Konami'

Castlevania: Dracula X Chronicles [PSP] Review

When the PSP first came out, I wasn’t really that excited about it. I loved the idea of a portable system being nearly as powerful as the PS2 but the hefty price tag dissuaded me from ever picking one up.

That was, of course, until just a month ago. Since its launch and my purchase time the PSP has been given a very nice library of games ranging from compilations of classic titles from other systems to beautiful 3D games that you’d think were made for a console but actually developed specifically for the PSP.

The very first game I wanted to play was Castlevania: Dracula X Chronicles. Not only was it the first time you could play the PC Engine classic Rondo of Blood stateside but it also included an updated 3D version of it and the original version of Castlevania: Symphony of the Night.

To be 100% truthful, I was more excited about the idea of playing Symphony of the Night than Rondo of Blood (either form) because I hadn’t played the game in nearly a decade. However, upon starting Dracula X Chronicles you are forced to play the updated Rondo of Blood and the option to play SotN or the original 2D RoB is nowhere to be found.

This led to frustration on my end as a gamer because I wasn’t sure what I had to do. I had this terrible gut feeling that I would have to play through the entire 3D Rondo of Blood in order to unlock the other two titles and frankly that just didn’t set well with me. After reading other reviews later on, many gamers felt exactly the same way I did. It turns out that you need to find two special items on different stages in the 3D Rondo to unlock the other full games. I had to resort to FAQs to find these locations because I didn’t want to play through the entire 3D Rondo first. The mere fact that such big chunks of the gameplay experience were hidden to a point that a typical gamer wouldn’t find them on their own is downright insulting. I understand you put time and effort into making an updated Rondo of Blood Konami…but let ME choose what game I want to play first – especially if SotN is given an equal amount of space on the game’s back cover (which makes you think they are equally accessable from the start).

Anyways, let’s talk about the 3D Rondo of Blood first. I’ll be blunt: I didn’t care for it. That’s not to say I hated what they were trying to do (the 2D/3D-ish graphics were nice for the most part [the 3D lighting needs some work]) but the game just wasn’t very fun to play. Richter moved like he was in no big hurry and the overall framerate/graphics felt very slow too. The limited number of lives and fairly difficult enemies were also frustrating because games just aren’t made this difficult anymore…and since Konami didn’t do a 100% exact port of the original Rondo of Blood, there’s no reason they couldn’t have tweaked the difficulty settings.

What the gameplay in the updated RoB boils down to is this: On any given stage as a player you must accept the fact that you will die many times at various points the first 5 to 10 times through. Only when you memorize where all the good items are, the enemies appear and what the boss patterns are will you be allowed to finish the level. Unlike modern games that feature intuitive gameplay in levels so that it’s possible to beat them your first time through, Rondo of Blood tricks gamers by showing 3D graphics yet forcing them to use a decades-old “die & repeat” gameplay formula from the early 2D gaming days. You’re going to be very irritated by Rondo of Blood after the first few levels and if it weren’t for the far superior 2D games being hidden in the middle stages a typical gamer would probably say the heck with it.

Now, once you unlock Symphony of the Night you’ll be in for a treat. The game is nearly identical to the original North American PlayStation version from 1997 (aside from a few changes to dialogue) and is easily the best Castlevania game ever made. I think its “uniqueness” over the past decade has been diminished by the never-ending supply of imitation 2D GameBoy & DS versions of it, so that’s a shame. But if you want to experience the best Castlevania game in terms of level variety, gameplay structure, presentation of story, music and control (Alucard’s movements are pixel perfect and fluid in every way), this is the game you’ll want to devote the most time and attention to. It’s a game every gamer should play at least once and while it’s available on X-Box Live, this particular version looks great because the PSP screen is so sharp and the physical D-Pad and button setup make you feel as if you are playing the original PlayStation version.

Finally, let’s discuss the original 2D version of Rondo of Blood. I didn’t play this until I beat the 3D updated version of it, that way I could compare the two and see exactly what (if anything) had changed between the old version and the new version. Well, the first thing you will notice is how much faster Richter moves. The 3D graphics in the updated version actually made the game feel slower than it expected you to act (which made for a very unforgiving damage and attack system) but the 2D version felt just right. The enemies were still difficult, but the less-taxing visuals apparently balanced the gameplay and controls overall. Another interesting thing to consider is that while Rondo of Blood originally came out years after the Super Nintendo Super Castlevania IV, the attacks and movement felt like a step back…so if you like the SNES character movement you’re not going to be impressed by the way Richter moves and attacks. It’ll feel like you are missing out on a lot of gameplay potential and freedom.

What’s really strange about the 2D Rondo of Blood is how certain bosses were different. For example, in the updated Rondo, you fight Richter’s gal pal in the final stage before Dracula but in the 2D version you fight a Death-like character. In the updated version when the giant bull is chasing you early in the game you barely have a chance to get items or maneuver over pitfalls and stuff. In the original Rondo, that particular section is more eye candy than challenging. Another good example is in the updated version when you need to ascend a few flights of stairs (in one of the middle stages) and you have little imps on metal balls rolling down the steps and flying-snake-like skeletons coming at you from the left and right. The balls hurt you, the imps are everywhere and jumping from one level of stairs to the next is overly complicated. In the original version, the flying skeleton snakes are absent and touching the metal balls as they roll doesn’t cause damage. Also, in the 3D version parts of levels are cut off by things that aren’t there in the original version (like the red-bone walls that only open for a split second), so your gameplay experience is pretty different between the two titles.

What I’m trying to say is that Konami seemed to randomly update certain aspects of the game for no apparent reason but not other things like the sluggish control or crappy save system (no mid-level saves). After beating the original Rondo I can definately say the “updated” version is inferior and that it could’ve been so much more with just a few simple tweaks here and there.

Overall, if you want to find a game that will keep you busy for a couple dozen hours, this is a good game to get. SotN and the original RoB are great additions to your library, feature excellent music and won’t disappoint. The 3D update, however, is frustrating and poorly executed on many levels and unfortunately mandatory before you can access the other two, much better titles. I’m also rating this game as a whole and not judging all three games based on visual standards, gameplay styles, etc. now but at what they were at the time when they first came out (to be fair). However, I am putting extra emphasis on the updated Rondo of Blood because it is required to play before you can experience the older titles and there’s no reason Konami couldn’t have done more to make it play like a modern Castlevania game.

Graphics: 7 | Sound: 9 | Play Control: 8 | Fun Factor: 8 | Final Score: 79%

Metal Gear Solid 2 Substance [Xbox] Review

Solid Snake is a pansy.

That’s right – you heard me. The super cool hero from the PlayStation masterpiece has been reduced to a life-luvin’, mullet-totin’ wussy-boy. And Snake isn’t the only one either. Otacon is a thirty somethin’ year old computer geek who cries like a baby when – for some unknown reason – blurts out that he had a “relationship” with his step mother and indirectly caused his Dad to commit suicide. Then we have Ocelot, the wild-western-ish gunslinger who had his hand chopped off in the first game. Well, he’s back with Liquid Snake’s arm in place of the severed one (wha-!?!) and has a bone to pick with…um…someone I suppose. Then there’s Vamp, a vampire/human who gets shot 8 million times (and “dies” twice during the game) and can swim in contaminated water that supposedly will drown you instantly…mmmm…okay. Then there’s Fortune, a woman who can’t be shot by bullets because of an electromagnetic field that surrounds her. However, she can shoot a giant lightning gun with no problem. Then there’s the Colonel who is nothing more than a computer AI system that is controlled by bodyless entities that were once human 100 years ago. Oh, and let’s not forget about Raiden: The whiny, word-repeatin’ moron that killed tons of people as a kid but still manages to be the good guy in the end. As you can see, Metal Gear Solid 2: Sons of Liberty has a lot of “unique” ideas thrown into the so-called plot.

Too bad all of the new ideas are sh*t.

I have never, and I mean NEVER – played a game that made me laugh, cry, and get excited for all the wrong reasons the way this game has.

I laughed because of the seemingly never-ending retarded plot twists and horrible dialogue. I cried because every hour I had to sit through yet another 30 minute cutscene. And I only got excited because I knew that this crap game was almost done and over with. I don’t really know what to say – MGS2:SOL is just a bad game. Now I will say that the cutscenes are pretty neat looking and most of the time keep you interested in the content being talked about (except for the cheesy FMV clips of “real Americans!”). I also liked the idea of the game’s different “chapters” and splitting the story into something that could be tackled in a non-linear fashion. But that is about it. The rest of MGS2:SOL is pure trash and borderline vomit. I just couldn’t take the game seriously with the “I’m working against the Patriots / I’m working for the Patriots / I’m not working for anyone / I’m the Patriots” plot rotating between characters every two minutes. Throughout the majority of MGS2 I was hoping the Plant would just blow up so I could get back to playing a game I did like. Oh, and don’t get me started on the Raiden nude-level. Did that further the plot at all? Did it serve any purpose whatsoever? If I had to see Raiden naked, I should have seen Olga’s KGB DDs or Fortune’s Cookie also. It also didn’t help that the controls are HORRID (regardless of the setup). The first person view is so moronic that one wonders why it is even there to begin with. All too often I was fighting a boss or trying to run away from danger and like clockwork!-there I am in FP mode and I’m stuck and getting shot. The same goes for the crawling controls (I want to crouch not crawl!). Hello! How stupid is this game anyways? Why did the developers have to resort to screwing with the controls to make the game harder? Arrggghhh.

But alas, I didn’t lose any sleep over MGS2:SOL because of the problematic controls. I did, however, cringe at the X-Box being treated to yet another PS2 game that was ported with very little improvements in the graphics area. The bad part is that there were several times when slowdown was very noticeable and actually affected gameplay (the battle against the million Metal Gears at the end, anyone?). Most of the time though, the graphics were pretty decent. They shined during the non-interactive cutscenes but the characters appeared average and the environments really seemed flat and lifeless during gameplay. Plus, the graphics didn’t help the story’s atmosphere as much as it could either. For example, the Plant story takes place during the day and all I saw were orange and tan and light shades of color for everything for the majority of the game. It’s kinda hard to feel scared or excited about fighting a boss or sneaking past enemies when it’s a nice sunny day out and little pigeons are walking around. It’s the little things like that that really push MGS2:SOL past the point of toleration and into the realm or retardation. My favorite part in the whole game was killing Emma Emerich. I would knock her out and fill her face with tranquilizers. Then I’d wake her up and do it all over again. I purposely killed Emma, Solid Snake, and the President just so I could have a little fun during the game. Kinda sad, huh?

Towards the end of the game, Ocelot tells the ex-President of the USA (who now looks like Dr. Octopus…erm, yeah) in a lengthy sermon (aren’t they all?) that everything [the player] has experienced beginning with Solid Snake on the tanker (at the beginning of the game) to controlling Raiden in the Plant was just an elaborate recreation of Shadow Moses (the setting of the first game). The enemies, the bosses, the obstacles, the plot twists – everything was meant to retell the story of Snake years earlier. Hmmm…Gotcha. So I guess the real question is this: If I played the first Metal Gear Solid, why should I ever even look at this pathetic imitation?

Graphics: 7 | Sound: 3 | Play Control: 6 | Fun Factor: 2 | Final Score: 40%


Gaming Stats:

PS3 ID: ScottCarmichael
360 ID: ScottCarmichael





Currently Playing:
• Batman: Arkham Asylum
• Persona 3
• Dragon Quest VIII

Upcoming Reviews:
• Dragon Quest VIII (PS2)
• Persona 3 (PS2)

Most Anticipated Games:
• Monster Hunter 3 Tri
• Halo 3: ODST
• Gran Turismo Portable (PSP)
• Final Fantasy XIII
• Diablo III
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December 2009
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