Both Aladdin and Lion King feature quality platforming with artistic stages that mirror scenes in the films. The controls feel very precise and it's cool how you get to wield a sword in Aladdin. The Lion King is a more cinematic experience but some of its puzzle-style stages border on tedious. The excellent soundtracks reprise all the memorable songs from the films.
One welcome new addition is the ability to save at any time. Back in the day you always had to start from the beginning unless you had some kind of cheat code. Multiple versions of each game are included, like the Japanese version, demo version, and "final cut" editions. The differences are very subtle.
You also have the option to "watch" each game which is kind of like sitting through a YouTube play-through. These run 45 and 50 minutes each which tells you just how long (short?) these games are. Rounding out the package are an extensive set of featurettes detailing the making of every aspect of the games, with plenty of behind-the-scenes interviews. If you enjoyed these gems back in the day, Disney Classic Games will let you relive the magic. © Copyright 2020 The Video Game Critic.
With its wide open, well-lit rooms, this game lacks the creepy atmosphere of Night Trap. The acting is fun to watch however. Cory Haim is the charismatic young man directing you from the basement. Debbie Harry of Blondie fame plays the role of building manager, and while a bit past her prime she still exudes sex appeal. The drill sergeant from the film Full Metal Jacket plays the handyman. There's some kind of Egyptian punk group performing a song, and after hearing it 100 times I kind of grew on me.
The gameplay is similar to Night Trap but there's a map indicating which rooms are inhabited at a given time. The controls seem overcomplicated, requiring you press a button no less than four times to set and activate a trap. Each room contains multiple traps and it's fun to spring them at just the right time. Unfortunately the changing camera angles make it hard to determine where the bad guy is located and what trap to employ. There are some elaborate trap animations but you can't enjoy them because you're always rushing to the next room.
If you fail to stay on top of things Corey abruptly pulls the plug on your game. The story offers some unexpected twists, but the gameplay is reduced to rote memorization. This 25th Anniversary edition offers clear video and a choice of screen layouts, but it really should have included an easy mode so people could enjoy the story. Bonus materials aren't unlocked unless you finish the game with an A rating, and that's nearly impossible. I thought I was near perfect and got rated an F!
The ending includes an "in memoriam" sequence to honor the actors in the game who have passed away, and it's a long list. Double Switch 25th Anniversary isn't all it could have been, but if you enjoy going back in time you're in for quite a fascinating trip. © Copyright 2020 The Video Game Critic.
Trilogy contains all three original laserdisc epics: Dragon's Lair, Dragon's Lair II: Timewarp, and Space Ace. Each is fully customizable, allowing you to adjust lives, audio/visual feedback, and difficulty. You can even incorporate the cabinet art around the screen to convey that arcade feel. This version even records your local high scores, which is a pretty big deal considering how most modern titles have adopted online leaderboards.
Special features including arcade intros, deleted scenes, interviews, and the ability to view each game as a movie. The Dragon's Lair interview reveals the possibility of a motion picture adaptation, and I've got my fingers crossed!
For those not around during Dragon's Lair heyday (circa 1983), it's basically an interactive cartoon that requires you to make well-timed moves to avoid hazards. The treacherous obstacles Dirk the Daring must overcome include dark knights, burning ropes, crumbling platforms, and underwater river rapids. One legitimate knock on these games is that it's not always obvious what move you need to perform when, leading to a cycle of trial and error. Thank goodness we no longer need to pay 50 cents per credit!
An optional "move guide" will light up an arrow or sword icon, supplying you with the correct move. You can get through most scenes using these prompts alone, but you still need to be quick on the trigger. At the very least you'll know what you did wrong.
While the interaction may be limited, the rich, rapid-fire animation remains a sight to behold. The original Dragon's Lair is the best of the three. Dragon's Lair II incorporates too many lengthy complicated sequences, rendering it nearly unplayable. Space Ace is a fun sci-fi take on the genre, and I noticed I could make out voices ("close main gate") and subtle animations I had not noticed before. As a historian of gaming I have a deep appreciation for these oldies, but younger gamers might not quite "get it". © Copyright 2019 The Video Game Critic.
I've owned Duck Game for quite a while now but had to wait for Covid to subside before playing with friends. The multiplayer action isn't terrible but it isn't particularly good either. What's the deal with these touchy, non-intuitive controls? You basically just jump and shoot, so why is this game so hard to play??
Each level is unique in design, with random items like grenades and jetpacks scattered throughout. Unfortunately it's not readily apparent what most items are, and experimenting usually results in more harm than good. The chaotic, rapid-fire matches are typically over before any strategy has a chance to unfold.
The solo "arcade mode" is a complete bust. Instead of shootouts with CPU ducks you're subjected to a series of timed obstacle courses. Ugh. The non-intuitive controls make a simple action like putting on a helmet frustratingly difficult. How do I get through these glass doors? Oh, you have to slide through them. Instructions would have been nice.
In multiplayer you may wonder why no scores are displayed. It's because after every ten battles an intermission screen shows the ducks chucking rocks down a football field to reveal the current standings. It's a clever touch but sorry to say it's also the highlight of the game. © Copyright 2021 The Video Game Critic.
You get two selectable female characters to begin, Carol and Lilac. Each has her own acrobatic moves that are vaguely Sonic-like but just different enough to throw off your timing. Freedom Planet's presentation is pure 16-bit gold, with sparkling pixel-art stages and glorious synth music. The arcade action is moderately difficult as you hop between floating platforms, bounce off bumpers, and rip through loops and corkscrews. You'll bitch-slap giant frogs, flaming crabs, robot dogs, and all sorts of random adversaries.
The action is pretty much non-stop as you sprint across flying dragons, leap between speeding trucks, and ride motorcycles up walls. The controls feel responsive but there are times when I had trouble vaulting off a wall or performing a double jump - probably because I'm used to Sonic controls. The stages tend to be so expansive it's hard to know where to go next, especially after being flung around by various contraptions.
The visual detail is exceptional including some amusing facial expressions. Freedom Planet is a little boss heavy, but these include amazing creations like a king-sized praying mantis worthy of a Godzilla movie. Stages range from a tranquil rainforest to a bustling China stage with arcades, malls, and fireworks. I was less keen on the Trap Hideout which feels like a never-ending series of laser and spike traps.
There's a word I associate with Freedom Planet and that word is joy. This is the type of cheerful game you play on a Saturday morning. Light, airy, and fun, it's pretty much everything Sonic titles have been lacking for much of the last 20 years. © Copyright 2020 The Video Game Critic.
The story mode begins slowly but gradually gains traction while teaching all the subtle nuances of the sport. The varied courses are set in a desert, a spooky swamp, a bright beach, and snowy mountains. Each is plagued by pests like moles, crabs, or birds you'll help eliminate. The golf-related challenges are incredibly imaginative. You'll bounce balls off turtle shells. You'll hit chicken legs at crocodiles. You'll knock eyeballs into skeletons and hit flaming balls at frozen people. The target-style challenges are super addictive.
Not all the action takes place on the courses; at one point you'll need to solve a murder mystery in a clubhouse! There's even a tongue-in-cheek "8-bit" golf game called Galf! You spend a lot of time wandering around trying to figure out what to do next, but that's the nature of this type of game. There's plenty of text but the prose is entertaining. The use of animated fonts to convey voice inflection is especially effective.
That said, the further I progressed the less patient I became at the verbose dialog. My friend Brent was shocked I was taking the time to read it all! The golf action is quick, easy and fun, but a little shallow. You get a brief overhead view of each hole at the start, but there's nothing to reference afterwards. You can only "see" the course ahead by aiming your shot, and some holes are so cluttered it's hard to locate the fairway.
That said, there's plenty of tension and excitement as you challenge rivals in brisk nine-hole tournaments. Crisp sound effects and catchy (if repetitive) music really add to the experience. I wouldn't recommend Golf Story to golf purists fans but this game has a whimsical charm that will keep casual gamers engrossed for hours on end. © Copyright 2019 The Video Game Critic.
Hollow Knight is nothing if not polished. Every platform is situated with precision and each enemy placed with exact purpose. Though difficult, the game is never unfair. Larger enemies exhibit distinct attack patterns, often telegraphing their strikes with vocal cues. Defeated foes drop "geo" currency used to purchase items. Though the game borrows elements from franchises like Zelda (health system) and Dark Souls (reclaiming lost loot), there's no lack of innovation. Hitting enemies fills your soul meter which can be used to rekindle health, and this constantly plays into your strategy.
Collectable "charms" add another dimension to the game, exponentially expanding the strategic possibilities. Each charm provides some sort of advantage like improving your range, providing a protective shell, or sending out little fairies to collect loose geo. You can only equip a limited number at a time, and it's fun to mix and match for each new situation. The game saves often and life-replenishing "benches" serve as convenient rest stops.
Despite its substantial grinding and backtracking, the evolving nature of the game prevents repetition from setting in. The brief, often inscrutable dialog is sweetly poetic. An unobtrusive audio track consists of soothing music and crisp, delicate sound effects. Hollow Knight's haunting storyline, somber atmosphere, and gothic scenery makes it like the Smashing Pumpkins of video games. It's hard to believe something that looks so simple and plain can be so engrossing and beautiful. © Copyright 2019 The Video Game Critic.
Technically it probably has more in common with Pole Position (Atari 5200, 1982) with its winding tracks rendered before static backgrounds. The fluid animation should be expected considering Horizon Chase has all the graphic fidelity of a cell phone game. Some may find the smooth curves and pastel colors appealing, but the tracks are so boring there's little incentive to unlock new ones. The only track I took note of was the Los Angeles skyline, but only because the sunset causes the buildings to light up to dramatic effect.
You select between generic unlicensed race cars which can be upgraded in various ways. Each track is several short laps in length. The racing action is pretty easy as you weave between competitors and slide around corners. You can collect coins and gas can icons along the road, and you feel a satisfying "bump" as you ride over them. The idea of having to collect "gas can" icons just to maintain enough fuel to finish the race is idiotic. Half the time you don't even notice the cans until you've driven by them.
Bumping other cars slows you down, making it frustrating to pass on narrow roads. As you progress you'll unlock tracks in unlikely locations like Iceland, India, and Chile. The mesmerizing electronic music that pumps during each race is definitely the highlight. The lowlight is constant prompts to check your internet connection when playing offline. It happens during every race! Horizon Chase doesn't try very hard and rings hollow. If this were Outrun, it would be called Outrun: Corporate Edition. © Copyright 2019 The Video Game Critic.
At first the answer is an emphatic yes. Hotshot Racing is the most silky-smooth racer I've ever played. Heck even the four-player split-screen is fluid. The steering is responsive and the shoulder buttons provide the acceleration and brake functions as God intended.
The key to winning is to generate turbo boosts by power-sliding around turns, and it takes practice to execute these without losing control. You can "bank" up to four boosts, and you'll be wise to keep one in your back pocket for the homestretch. CPU competitors tend to exhibit "rubber band physics" but it's still fun to edge them out at the finish.
The Grand Prix mode pits you against seven CPU racers through a series of circuits, and each track looks like a dream vacation getaway. These fun locations incorporate sunny beaches, suspension bridges, flashy casinos, volcanoes, ski resorts, and amusement park rides. I enjoyed working my way through all 20 tracks, but many are very similar, and there are no secrets or shortcuts to uncover.
My friends were less enamored with this game. They could appreciate its pretty graphics but frowned upon its power slide fixation. In addition, each car comes with a stereotypical driver who belts out unfunny quips around each turn. Were these characters even necessary? I think not.
Hot Shot Racing is fun until you beat all the circuits, but that won't take long. Once you do, the game loses its appeal. Still, this is a good value for the money. Like a piece of bubble gum, the game is delicious for a while but once it loses its flavor you'll be ready to move on. © Copyright 2022 The Video Game Critic.
Remake's graphics are utterly fantastic. Each area conveys an ominous, sometimes claustrophobic atmosphere while retaining the arcade style of the original. With terrifying creeps lurking around every corner, Remake is like a haunted house thrill ride. The shooting action is satisfying. It's fun to blow body parts off advancing ghouls before watching them dissolve into a puddle of bubbling goo.
In many ways Remix fulfills the promise of the original, fleshing out creepy locations like the courtyard, mansion, and underground laboratory. Its high-energy soundtrack contains creepy undertones and the dialog has that vintage B-movie quality ("Help - everyone is getting killed!") Unfortunately the constant calls to "reload! reload!" drove me so batty I was forced to shut off the dialog completely.
You have two control options. You can drag the cursor around the screen with the thumbstick (lame) or use the gyrometer feature to aim by tilting the controller. This option is remarkably precise with very little movement required. Problem is, after a little while your "center" begins to drift, and over time you may find yourself holding the controller sideways just to hit the middle of the screen. Some kind of cursor reset button would have been nice.
Another problem is the whole scoring system. You're given ten continues which is non-configurable, and can purchase additional continues for 5K points each. That's okay I guess, but you can only rank in if you finish the game, which kind of defeats the purpose of keeping score in the first place. And while there's supposed to be a two-player mode, my friends and I could never get it to work.
My copy of the game included a few doo-dads but what I could really use is a proper manual. None of the various play modes, control schemes, or scoring systems are explained anywhere. House of the Dead fans will appreciate Remake, but after a while this starts to feel like a case study in missed opportunities. I'd really like to see somebody remake this remake. © Copyright 2022 The Video Game Critic.
I like the anime style but "monsters" like walrus, rabbits, and penguins are almost too cute to slaughter! Almost. The character conversations tend to be brief and inconsequential. The two responses you're asked to choose from are basically the same answers worded differently, so there's little if any impact on events. I find it odd how whenever a new character is encountered the game asks if you want to change their name. What is the point? Is there really somebody out there who wants to change Setsuna's name to Shirley?
The exploration element is fun thanks to the frosty scenery but the combat system leaves a lot to be desired. Each character must wait for their meter to fill before they can act, resulting in an uneasy mix of real-time and turn-based combat. When multiple meters are full, it's hard to tell who you're controlling. Worse yet, the stat boxes across the bottom of the screen aren't presented in the same order of the characters on the screen, which is confusing. Nothing worse than accidentally "curing" someone who already had full health! Pressing the Y button during an attack adds "momentum" for extra impact, but it's not clear when you timed it correctly.
The game makes a big deal of telling you it does not automatically save your progress, as if that's some kind of badge of honor. The save points in fact are few and far between. You'd think there would at least be one in each village, but nope! There were times when I felt like the game was holding me hostage for crying out loud! As if to rub it in, there is a "save" option on the menu but it's disabled.
In general I found the game to be rather dull, with boss encounters that go on forever. I Am Setsuna satisfied my appetite for winter but I feel like it tried to reinvent the wheel and it turned out square. Note: I'm told the save option is available when you are on the world map, but I still don't like the system. © Copyright 2018 The Video Game Critic.
On the surface Mall Brawl looks a lot like River City Ransom (NES, 1988) and Double Dragon (NES, 1988), with short, boxy characters. Using jump, punch, and kick combinations you methodically beat up skateboarders, ninjas, security guards, and furry mascots in various sections of the mall.
The lack of detail in the scenery is somewhat disappointing. The mall location has so much potential, so what are these empty storefronts all about? Is this mall going out of business? At least the food court stage offers some degree of color and detail. The fighting action is okay but nothing special. Enemies take a lot of punishment and it's really hard to avoid getting sandwiched between them. You can pick up weapons like bats, brooms, and hockey sticks, but they usually break after a whack or two.
The game does have one excellent feature missing from side-scrolling fighters since, well, forever. When a player expends all his lives, he can be brought back into the game if the second player kicks enough ass. What a great idea. In single player mode it means you'll always have another "life" waiting in the wings, providing you don't screw up too badly.
Breaking up the monotony is a dodge-the-obstacles shopping cart-riding stage. This could have been the highlight of the game, but loose controls and piss-poor collision detection turn it into a dead end. Jay and Silent Bob Mall Brawl feels generic. Outside of the character likenesses (which I admit are pretty good) there's not much here for fans to grasp. Instead of a tribute to Jay and Silent Bob's zany adventures, Mall Brawl feels like a run-of-the-mill beat-em-up with a license slapped on top. © Copyright 2021 The Video Game Critic.
Screen shots courtesy of IGN.com