I remember people being mesmerized by this at my first housewarming party. My wife's friend Julie, who doesn't normally take notice of video games, mentioned how she couldn't take her eyes off the screen because it looked like a movie! With lifelike fighters and cinematic camera angles, Tekken elevated fighting games (and video games in general) to a whole new level. Not only do the character movements appear smooth and natural, but texture mapping adds a layer of realism to their skin and clothes.
Tekken's control scheme is surprisingly simple, with punch and kick buttons that map to each arm and leg. Combinations of buttons are used to execute holds and throws. Once initiated, these moves are played out automatically via a series of maneuvers that typically culminate with a nasty "crunching" finale. Dramatic camera angles make the game as fun to watch as it is to play, and the slow-motion replays are fun to watch.
Tekken's two-player versus mode is the main event, but there's also a single-player mode that lets you unlock hidden characters and view each fighter's full-motion-video ending. For once, these endings are actually worth watching! Although only released a few months after the popular Battle Arena Toshinden, Tekken beats that game in a Pepsi challenge hands-down. © Copyright 1999 The Video Game Critic.
This sequel to the premiere Playstation fighter offers many more characters, deeper gameplay, faster action, and buckets of extra features. Unfortunately, in order to accommodate these enhancements, the graphics have been noticeably downgraded! In fact, these fighters look downright blocky compared to the first Tekken. Not only are there less polygons, but there's less use of textures as well. King in particular looks pretty bad. Tekken 2's 3D fighting action still delivers the goods however, with smooth action that's noticeably faster. T2's underlying gameplay is beyond reproach, but it's a shame they had to compromise the graphics. © Copyright 1999 The Video Game Critic.
Tekken's third installment effectively combines the rich graphics of the original Tekken with the deep gameplay of Tekken 2. This is regarded by many to be the ultimate fighting game for the Playstation. The Brazilian Capoeira is a great new addition, and his fluid "dance" moves are amazing. Those who played through the first two are probably getting tired of Tekken by now, but this is as good as it gets. © Copyright 1999 The Video Game Critic.
Tempest 2000 (Jaguar, 1994) took the vector-shooting goodness of the 1982 arcade classic and gave it a makeover with flashy visuals, dazzling power-ups, and a pumping techno soundtrack. The result was a feast for the senses, and it would have been a runaway hit had anyone been paying attention. With the release of Tempest X3 the game got a new lease on life, reprising the pulse-pounding shooting action for the Playstation masses.
Gameplay involves moving a claw-shaped cannon around 3D geometric shapes, firing rapidly at creatures scaling in from the distance. The particle effects are amazing and there's so much razzle-dazzle it occasionally obstructs your view. Half the time you can't even tell how you lost a life! Tempest X3 differs slightly from the Jaguar original. The polygon panels are not solid but have some kind of swirling oil-slick pattern. A new power-up called the "Megadroid" is a juiced-up version of the AI droid, providing a powerful temporary ally. The green spikes that were a non-factor in the Jaguar game pose much more danger here.
Tempest X3 begs for analog control but the game was released before Playstation controllers were outfitted with that option. The digital pad doesn't feel right, so on hunch I pulled out my old Nyko Trackball controller out of the closet. It works like a charm! I suspect this device was designed for Tempest X3 because the control is so smooth and precise! Bump up the grade by one letter if you own one of these controllers.
Tempest X3 includes all the modes from Tempest 2000, but the traditional mode looks tiny for some reason. I like the high score screen but wish it was broken out by mode. All things considered Tempest X3 is a strong title for those who crave "twitch" games. My friends joked that since the Playstation stole its best game, there's no reason left to ever own a Jaguar. I think they were joking. © Copyright 2016 The Video Game Critic.
Ten Pin Alley is perfectly respectable for a bowling title, but its goofy graphics may turn off some gamers. You can choose between three sets of lanes, and they all look pretty slick, especially the neon "Congo" bowl. Your selection of bowlers is less impressive - mainly limited to unattractive nerds. Where are the babes?? Ten Pin Alley employs three meters (similar to many golf games) to control curve, speed, and accuracy.
I love how the ball rumbles down the lane, and the background chatter of people makes you feel like you're in a real bowling alley. The physics and sound effects of the ball hitting the pins is exceptionally realistic. Numerous options allow you to adjust minor details like ball weight, lane slickness, and background music. There's even a brief promo video for the Bowling Hall of Fame in St. Louis. Up to six players can takes turns in Ten Pin Alley. I really thought my friends would have a blast with this, but they weren't patient enough to sit through a whole game, so maybe this isn't as fun as I first thought. © Copyright 2000 The Video Game Critic.
Being a big ninja fan a lot of readers have recommended the Tenchu series, claiming it provides the most realistic ninja experience. As I've always suspected, realism is vastly overrated. In Tenchu: Stealth Assassins you are a ninja named Ric Maru who looks a lot like Darth Maul. You embark on a series of missions with objectives like punishing an evil merchant or delivering secret plans.
Prior to each you stock up on supplies like smoke bombs, grenades, mines, and poison rice. I prefer to stock up on throwing stars and health packs, as they are more conducive to my "aggressive" ninja style. I hate how the game won't let you reuse items you used during the previous game. You actually need to reboot just to get a full selection of stuff!
Tenchu's stages take place in fenced compounds that are annoyingly dark. The idea is to creep over rooftops and down dark alleys unseen, but that's easier said than done. It's hard as hell to spot enemies, yet quite easy for them to detect you! At first I thought evasion was an option, but you're actually required to kill a certain number of enemies. You don't have to do it in a stealth manner, but it's a heck of a lot better for your health if you do! For some reason I always end up in sword fights.
Button-mashing lets you dish out some potent attacks, providing you can keep your target in front of you. When you deal a fatal blow the display of blood is crazy. Not only does it shoot out like a geyser, but it runs down the nearest wall! My main problem with Tenchu is its clunky controls. The lack of analog support (!) makes it hard to move with precision. Holding O puts you in stealth mode, but then you move like a snail which is no fun at all! The aiming controls are haphazard, often pointing to the sky by default. I feel bad about all the dogs I killed in Tenchu. Maybe being a real ninja isn't all it's cracked up to be. I think I'll keep my day job. © Copyright 2017 The Video Game Critic.
Tetris is a classic puzzle game that's widely considered to be one of the great video games of all time, if not the greatest. Despite its simple, blocky graphics, the gameplay is remarkably addicting. It's tough to screw up Tetis, but Jaleco came close with this ill-advised version. For one thing, the graphics couldn't possibly be more boring and plain. Next, the two-player mode allows for simultaneous play, but the computer doesn't bother to keep track of wins! Additional modes include puzzle and edit modes, but these don't add much play value. If you want Tetris on your Playstation, this will suffice, but just barely. Jaleco should be ashamed of themselves for not doing more with this valuable license. © Copyright 1999 The Video Game Critic.
Thunder Force V marks the transition of the long-running shooter series to 3D. It features a lot of dynamic camera views which looked a heck of a lot more impressive in 1998. You begin by selecting from three remarkably bland stages. Am I supposed to be reading all this text on the load screens?
The rapid-fire shooting feels like Thunder Force alright, with familiar weapons like the wave, hunter, and backshot. The new "free range" weapon lets you awkwardly maneuver a cone-shaped wire frame around your ship, obliterating anything in the cone when you fire. When used correctly it makes short work of bosses. I noticed the satellite "claw" power-up is now referred to as "craw", as if the Japanese developers just got sick and tired of trying to pronounce it right.
Thunder Force V's rapid-fire action is crazy intense with enemies emerging from all over, including the background. It's pretty overwhelming and the weapon/score graphics on top tend to obstruct your view. The 3D graphics deliver some cool sights like motorcycles spinning out and alien monkeys swinging around, but how are you supposed to avoid that monkey when he's lunging all over the screen?
The crisp explosions look amazing but I was turned off by the muddy, indistinct stages. Between the layers of grainy scenery, scaling enemies, and swinging camera angles, it's hard to tell where your ship fits in. Too often you'll collide with unseen environmental hazards. The music is high energy but lacking distinctive melodies. You get several continues and high scores are recorded with initials. Thunder Force V brings the franchise into 3D kicking and screaming, but it just makes you want to go back and play the old 2D games. © Copyright 2020 The Video Game Critic.
I love the concept behind Tigershark. It lets you control a submersible that skims along the surface of the water, torpedoing ships before diving to destroy undersea targets. The first time I played this game I was just whizzing around sinking boats and blowing up land targets. When I finally realized I could dive it was like discovering a whole new world! There's an undersea city down there!
The visual effects of moving above and below the water surface are convincing and I really like those bubble sound effects. The missions offer a series of targets to seek out and destroy, but that's easier said than done. Unfortunately the game was released before the Playstation analog controller, and it's hard to aim with the digital pad. Oh sure you have lock-on missiles, but they are useless! Am I out of ammo or does this weapon just plain suck?
Your more effective option - by far - is your machine gun. Hell, you can sink an entire destroyer by focusing your fire on it for a few seconds! When a ship sinks and hits the sea floor it sends shock waves that knock your ship around. Couple that with the fact that you're constantly taking fire from unseen sources, and you have a recipe for sheer frustration. Sometimes my ship seems to stop for no apparent reason, making me a sitting duck. And there are precious few power-ups to renew your armor.
The radar is confusing and that green arrow will send you on wild goose chase. Messages on the screen instruct you to do things like "Destroy Russian tap 1." Am I supposed to know what that is?! When you die, you restart the entire mission from the very beginning, which is truly demoralizing. Tigershark is one of those games you want to like but it fights you every step of the way. © Copyright 2016 The Video Game Critic.
This exciting light gun game lets you select from two different scenarios: a hotel and a castle. Time Crisis requires Namco's Guncon controller, which is by far the more accurate light gun for the Playstation. The mediocre graphics that are not especially sharp or detailed, but the innovative control scheme allows you to take cover between shots, adding a new dimension to the gameplay. I especially love how the bad guys react depending on where you shoot them. Time Crisis isn't anything fancy, but if you're looking for a solid arcade shooter, you can't go wrong with this. © Copyright 1999 The Video Game Critic.
For a sequel that took four long years to come out, I'm really surprised by how similar it is to the first Time Crisis. In some ways, it's actually less impressive! The graphics and sound haven't improved one bit, and the blocky thugs tend to dress in dorky white shorts and pink jumpsuits. Clearly Namco was trying to make this game as non-violent as possible, because not only is there no blood, but thugs yell "SHUCKS!" when shot. The semi-interactive locations, which include a yacht, airport, and mineshaft, are not very interesting.
The action is smooth and controls well, but the gameplay is strictly by-the-numbers, with no power-ups, grenades, or hidden items to spice up the action. There are two minor new features. The first lets you switch hiding positions when facing bosses, but this adds little in the way of strategy. The other is a consecutive hit counter on the top left of the screen. I don't know if it affects the gameplay at all, but I couldn't resist seeing how many hits I could make in a row. For a light gun game, Project Titan serves its purpose but doesn't break any new ground, and that may be good enough for most gamers. Note: You'll need Namco's Guncon to play this one. © Copyright 2002 The Video Game Critic.
This early 3D fighter didn't sell as well as Toshinden or Tekken, but many Playstation gamers strongly prefer it. The reason? Tobal runs at a silky smooth 60 frames per second, and that makes quite a difference. The fighters are somewhat blocky (in a Virtua Fighter kind of way), but their movements look incredibly natural, and the controls are crisp and responsive.
Besides the standard martial artists, there are extra-terrestrial characters that look like they were pulled from the Cantina scene in Star Wars. Characters vary a great deal in size and shape, giving each a totally unique feel. One of the bosses is positively huge! Although both fighters are always facing each other, they have the ability to move around freely.
The battles are played out on raised platforms, and falling off the edge is easy to do. Actually, the main strategy of one of the bosses is to push you off! Tobal's graphics are simple but remarkably clean, making this game quite easy on the eyes. The background music is also quite good. Tobal No.1 is no joke, and if you're a serious fighting fan, this game belongs in your collection. © Copyright 2002 The Video Game Critic.
I've always been a fan of Ridge Racer (Sony, 1995) but only recently did I discover there were other, similar racers for the PS1. Some only saw release in Japan but Tokyo Highway Battle is one that made it stateside. In terms of graphics Highway Battle is a step down from Ridge Racer, although the menus look so similar you'd think the same developers were behind both. The framerate is fluid enough but the polygon graphics are less polished, with less detail and a few seams here and there.
Three tracks let you weave around buildings, under overpasses, and through lighted tunnels. If the sense of speed seems modest, it might be because the whole idea is to gradually upgrade your car. The first race takes place against a bright blue sky but day quickly turns to night. I thought that was pretty nifty until it got light again... during the same race! The laps are long but they're not that long!
Precision digital steering makes it easy to "thread the needle" between trucks, but power sliding via the L2 button is tricky. You tend to lose control and struggle to straighten back up. Still, it's fun to weave through traffic - at least until that aggressive prick in the sports car shows up. That's your rival. He's not easy to beat because he stays close and one slip-up will sling-shot him right past you.
I was disappointed with the scenery, which is seriously lacking in the razzle-dazzle department. I've never been to Tokyo but I assume all the buildings are plastered with sparkling neon ads and flashing videos. Instead you're just cruising down an unremarkable highway with an unconvincing skyline twinkling in the distance.
The soundtrack is a hodgepodge of beats, guitars, and scratches, and while it's better than Ridge Racer that almost goes without saying. Upgrading your car between races is confusing. Why does it keep telling me the part I want to buy is incompatible?! Tokyo Highway Battle is mediocre. It's plenty of arcade racing fun without any of the eye candy. Note: This game would not run on my PS2. © Copyright 2020 The Video Game Critic.
Revolutionary for its time, Tomb Raider introduced Lara Croft who would quickly become a video game icon. While exploring exotic locations around the globe, this sexy archeologist has to negotiate perilous platform challenges while contending with wild animals and boobie traps. The game had a cinematic flair with surprises at every turn.
Its stylized CGI cutscenes are more intriguing than those you'd find in most modern games. The in-game graphics aren't too shabby either. Lara looks great from a distance, although decided angular up close. Her movements are realistic, and I especially love the fluid manner in which she pulls herself up onto a ledge.
When it comes to the controls there's a learning curve. Maneuvering Lara into the proper position for a jump can be tedious and frustrating. You may struggle to find an optimal camera angle, and there's nothing worse than attempting to jump straight ahead and accidentally vaulting sideways. One thing Lara does exceptionally well is run forward, although it can lead to a lot of wall-smacking (oomph!).
The adventure begins in the snowy mountains of Peru infested by bats, wolves, and bears. The icy cave interiors are rendered with subtle lighting effects that exude an awe-inspiring atmosphere. Unfortunately pixelation can make it hard to locate critical keyholes and wall levers.
Tomb Raider's gameplay is frequently suspenseful and exciting. Whenever the dramatic music kicks in it sends my heart racing. The combat would be pretty clumsy if not for Lara's dual-pistols and nifty auto-aim. Picking off bats is great fun but I always feel bad about killing that bear.
Thoughtful puzzles incorporate lots of keys, levers, and block-sliding. Medical packs replenish your health meter but falling any appreciable distance will result in instant death. All the health packs in the world won't help when you're a crumpled heap on the rocks. The stages are well-constructed and some areas wrap around on themselves to minimize backtracking. There's approximately 20 to 30 minutes of action between save points which feels about right.
Before you write off Tomb Raider as an Indiana Jones knock-off, wait until you find yourself being chased by a rampaging T-Rex! The stiff controls require some practice, but all things considered Tomb Raider has held up exceedingly well over the years. Far better than its immediate sequels in fact. © Copyright 2025 The Video Game Critic.
Tomb Raider II begins with Lara Croft being dropped off by helicopter into a gorge by the Great Wall of China. It sounds exciting, but what is the deal with these graphics?! I thought sequels were supposed to look better. The pixelated textures cause everything to blend into each other, making it hard to locate surfaces you can safely climb on. This "pixel soup" makes it especially hard to locate switches.
A grim darkness pervades the entire game under the guise of "realism". The game had to incorporate the concept of flares just so you can see your immediate surroundings! Worse yet, the designers assumed players were experts on all the intricate moves introduced in the original game. In the very first area you're expected to navigate perilous cliffs and make death-defying leaps with minimal running room. Don't expect any hand-holding this time!
The new save system lets you save any time from the pause menu, which apparently was used as an excuse to ratchet up the difficulty. In my experience this system causes you to either save too frequently or completely forget. I personally found myself pining for the old system in which you would be prompted to save at optimal, pre-defined points.
The levels are more expansive but you'll grow tired of running in circles trying to figure out what to do next. The upside-down ship has an interesting Poseidon Adventure vibe but in general the game's graphics are pretty ugly. Even exotic locales like Venice, the Opera House, and an Ice Palace look depressing.
A few driving stages inject some variety, including an exciting snowmobile chase. Most of your foes are gangsters this time around, although you will also encounter tigers, yeti, and sharks. The game has a number of epic moments but getting from one to the next can be an arduous journey.
Tomb Raider II initially took me two long months to complete, and it left me feeling burnt out. Taking two steps back for each step forward, it felt rushed out the door to cash in on the franchise' success. If there's any doubt, the instruction manual is essentially a merchandise catalog! I wonder how many people ordered the $450 bomber jacket or $499 Swiss Army Cavalry Watch? © Copyright 2025 The Video Game Critic.
I relished every moment of the original Tomb Raider (Eidos, 1996) but getting through the sequel was more a matter of perseverance. When I asked for Tomb Raider III for Christmas in 1998, it was more out of a feeling of obligation, as I felt compelled to complete the trilogy. But I never did.
I wasn't the only one with Tomb Raider fatigue; it appears the developers were just going through the motions. The back of the box purports "new" everything, including locations, moves, and enemies. But the so-called "hi-res graphics" look substantially worse, and the "enhanced" lighting effects render everything dark and muddy.
The opening stage sums up the entire game as you slog through an ugly, pixelated jungle. There are flat elevated layers of tree leaves which you may or may not fall through. There's quicksand slop that just sucks you under. Step into the water and a current carries you into a sea cave where you proceed to suffocate. If you think you're miserable now, keep in mind it's only the first stage!
You might assume the new analog stick support would simplify the controls, allowing you to precisely creep along the edge of perilous cliffs. In reality you can't trust it, as pushing the stick a smidge too far may send you plummeting to your death. When trying to run that touchy stick will have you swaying from side-to-side like a drunk at a sobriety test.
Fortunately the directional pad is still an option and holding R1 lets you step cautiously. You can even step safely through a bed of spikes! Speaking of which, this game subjects you to several timed spike traps that impale you if you don't pull a switch in time. I hate it when that happens.
Being forced to light flares to see is a hassle, especially when they're in short supply. The dingy graphics make it hard to spot switches on the wall. You can't tell what most items you find on the ground are, and the game doesn't bother to mention what you just picked up.
A new save system has you collecting blue gems which allow you to save a limited number of times. The problem is, these gems tend to be tucked away in treacherous areas, forcing you to embark on perilous side-quests just to earn an extra freaking save point. It's as if the save points need save points!
To its credit, Lara's animation is graceful and fluid. The exceptional audio features natural sounds so real, I swore there were birds singing just outside my window. Dramatic musical interludes boost your adrenaline during dangerous encounters or moments of discovery.
But these moments are fleeting at best. Figuring out where to go is a constant hassle, and this was released before online guides were readily available! Once again the "manual" is jam-packed with ads for Eidos games and merchandise. There's even a Tomb Raider III tip line! I hope they cashed in because Lara Croft was about to experience a mighty fall from grace. © Copyright 2025 The Video Game Critic.
Underappreciated in its day, many gamers now regard Tomba as a hidden gem in the Playstation One library. As much as I would like to concur, Tomba didn't win me over. The main character is a primitive dude with wild pink hair. A cheesy cartoon intro explains how his magical bracelet was stolen from him by a race of evil pigs. So far it sounds awful but Tomba has a distinctive look and feel that some might find appealing.
Its friendly graphics are 3D-rendered but the action takes place on layered 2D planes. For example, at the start of the game Tomba moves side to side in front of a fence, but later he can run behind the fence. It works pretty well although it's not always evident where you can and can't go.
The controls are extremely crisp and responsive. Tomba can bash enemies with his mace, pounce on them, and hurl them into walls. He can latch onto just about any wall, plant, or animal, and it looks like he's trying to hump them. It's especially disturbing when he latches onto those pink, ass-shaped flowers. Did the programmers do that on purpose?
The game can be amusing, but you spend too much time running tedious errands. Everybody's like "collect these" and "find that". You'll need to scour every nook and cranny of the stage to locate items, but fortunately the areas tend to be very constrained. This game doesn't make a whole lot of sense. There are these puff balls hanging from some trees, and once when I pulled on one a dwarf fell out of the tree!
You'll need to collect a lot of unusual items including "evil pig bags" (I knew I forgot something from the grocery store!) Overall I found Tomba's nonsense more aggravating than endearing. I think President Obama put it best when he said, "Look, I have better things to do than hump flowers and yank on puff balls." Nope, he never said that. © Copyright 2011 The Video Game Critic.
After a three-year layoff, Tomba has returned with his spiky pink hair and a buff new body. The original game was a unique platfomer with a layered 2D style. This sequel tries to take the concept to the next level, but it's not much of an improvement. For some reason I expected this sequel to be faster, but Tomba 2 is just as slow. You still navigate platforms, climb walls, battle evil pigs, and run errands for everybody and their mother.
You need to complete certain actions to progress and it's easy to get stuck. Fortunately the stages are small and confined so it's possible to explore every nook and cranny. The treasure-hunting aspect is great fun, and jumping between chains in the mine stage has a nice Donkey Kong Junior vibe. Fans of the original will be disappointed with the degraded graphics however. Since the game is now fully rendered in 3D polygons, the characters and objects take on a more pixelated, angular appearance.
Your movements are still confined to 2D planes, but now there are now "crossroad" areas (designated by arrows) that let you change direction. This system allows for more sophisticated level designs but it can be awkward and disorienting. The developers included a few areas where you can move freely about, but navigating these areas is a chore thanks to a misbehaving camera.
Some of the platform jumping tested my patience. I guess it's not so much the jumping that bothers me as it is all of the missing. The fact that you can't adjust the camera is a problem, and falling into water is deadly. Tomba 2 lets you save your progress at designated spots, and the music is exceptionally good, especially in the coal-mining town. It never quite lives up to its promise, but fans with a lot of patience are in for a satisfying romp. © Copyright 2011 The Video Game Critic.
Oh yeah - this game rocks! Tony Hawk's Pro Skater is the ultimate "extreme" game, with more attitude than all the others combined. And you really don't need to know anything about skateboarding to get hooked on this revolutionary game. You choose between several professional skateboarders and a number of locations including a school, mall, and warehouse. Each stage is loaded with ramps and rails for you to perform tricks on.
The graphics are excellent, and the camera always seems to be in the right place. The music will really pump your adrenaline, with classic jams from punk rock bands like the Dead Kennedys and Suicidal Tendencies. No question about it - this is some of the best music I've ever heard in a video game. But the real star is the well-designed control scheme, which makes it easy to pull off some really eye-popping maneuvers. Like any good video game, it's easy to play, but mastering Pro Skater takes some serious practice.
There's a great two-player split screen mode, but the heart of this game is the Career Mode, which challenges you to achieve five elusive goals in each location. Completing these goals unlocks additional levels and features. Typical goals include racking up a certain number of points, destroying a number of objects, finding five letters, or locating hidden objects. Tony Hawk's Pro Skater is a modern classic that had a huge impact on the industry. © Copyright 2001 The Video Game Critic.
Treasures of the Deep places you in a submersible vehicle (which looks like a jet ski) used to salvage lost relics in a series of undersea missions. I was really looking forward to freely exploring magnificent undersea ruins, so you can imagine my disappointment when I realized that most levels are linear in design. Many stages are shaped like undersea mazes, and I didn't like those at all.
Even so, Treasures of the Deep is still occasionally exciting thanks to its variety of sea creatures, collectable items, and hidden areas. The murky ocean water looks realistic and is teeming with life. You can blast monsters and subs with torpedoes, and an easy-to-deploy net lets you secure treasures and send them to the surface. Some stages are enormous, but an overhead map helps track your position.
I enjoyed the game's treasure-hunting gameplay, but you need to complete the missions in order, and you will get stuck in the most annoying ones. Treasures of the Deep features a jazzy musical soundtrack that doesn't match what you're seeing on the screen. Gamers with an interest in scuba diving or marine biology might find Treasures interesting, but those looking for fast action should look elsewhere. © Copyright 2004 The Video Game Critic.
Trick'n Snowboarder gets off to a rough start with a cheesy intro of an angular boarder performing tricks with obnoxious blur effects. The main menu is disconcerting because all the modes except "scenario" appear greyed out even though they are in fact available. Scenario offers a series of challenges in locations around the globe including Japan, Alaska, Argentina, and Italy.
Prior to each event you're briefed by a big Hulk Hogan-wannabe who provides ample text to page through. I prefer snowboarding games that give you freedom to explore, but Trick'n is heavily regimented. The courses are so narrow you may find yourself bouncing off the walls! There are several marked jumps along each course where you're required to perform a stunt - sometimes a specific stunt.
Analog controls make it easy to carve the powder but it's annoying having to constantly re-orient your board via the shoulder buttons. Pressing square (not X) to jump took me a while to get used to, and the timing is tough because ramps aren't well-defined. In the air you press O to flip, X to hold, and the trigger to spin. It's actually pretty hard to wipe out, as you nearly always land on your feet. I was doing pretty well until stage four when Hulk told me to pull off a 540 degree spin and I didn't know how!
Still, Trick'n Snowboarder has its appeal. The courses feature a lot of extreme terrain, changing weather conditions, and time-of-day lighting variations. In Argentina you actually snowboard through a freaking thunderstorm. The framerate is impressively smooth with a nice sense of speed.
Free mode allows you to race on any course and saves records for both trick points and fastest time. The versus mode is a let-down, lacking any sensation of speed as well as any CPU competitors. The game's audio track features low-budget hip hop beats and repetitive voice samples. Overall Trick'n Snowboarder is a good-looking game that's just a little too hard to play. © Copyright 2020 The Video Game Critic.
In the warmer months I tend to enjoy games featuring water and tropical locations, but Turbo Prop is not what I had in mind. The water in this game doesn't even look like water - it seems hard as a rock! Your boat is difficult to control as the rigid, choppy waves toss you all over the place. Forget about the racing - your main goal is just to stay within the narrow confines of the waterway, since hitting land (or any other obstacle) sends you spinning through the air! The poorly designed, narrow courses are located in Miami, Utah, Canada, and even a volcano (wow - orange water!). The scenery doesn't look too bad, but the techno background music is the worst I've heard in a long time. The dual-shock vibration feature is supported, but it just feels like an annoying pager going off constantly. Why can't we have a good boat racing game on the Playstation? © Copyright 2001 The Video Game Critic.
Twisted Metal is a revolutionary title that popularized the whole "car combat" genre. You drive one of twelve deadly machines, each loaded to the hilt with weaponry. There's a nice assortment of vehicles, including a monster truck, a police car, a dune buggy, and an ice cream truck driven by a psychotic clown. You collect weapons scattered across the battlefields, and each car has its own trademark "special" weapon.
The stages range from a stadium, to a suburban neighborhood, to the rooftops of buildings. Twisted Metal's graphic quality is uneven. The vehicles look great but the scenery is heavily pixelated. Normally you view the action from just behind your car, but you can also play the game from an amazing first-person perspective! While the interiors and dashboards look remarkable, this view is less than playable because you can't tell what's going on.
But the biggest problem with Twisted Metal is its frame-rate. Even in the single player mode, the choppiness makes it difficult to maintain control. The control scheme is well-designed, and the head-banging music is not bad. Audio effects include a distinctive signature sound for each vehicle - so you'll know who hit you. Twisted Metal was a truly innovative title that begat a long, popular series. © Copyright 2000 The Video Game Critic.
Regarded by many as the best game of the series, Twisted Metal 2 was a major improvement over the original, offering smoother gameplay, bigger battlefields, combo attacks, and a slew of hidden surprises. The vehicle lineup is largely unchanged, with the exception of a yellow tractor and a muscle man stuck between two huge tires (what the heck?). The new stages are more interesting and wide open, including Paris (where you can destroy the Eiffel Tower), Hong Kong (with a working subway), and Antarctica (glaciers). The new "combo" moves allow you to jump, shoot backward, or freeze your opponent by pressing certain button combinations. TM2's gameplay is deep, and the split screen mode allows you to either cooperate or compete with a friend. © Copyright 2000 The Video Game Critic.
This third Twisted Metal game was a bit of a disappointment. It seems to take two steps forward and three steps back. The vehicle selection is about the same, but the new set of battlegrounds tend to be small. The good news is that your opponents are easy to find. The bad news is that these areas look sloppy and uninspired. Hollywood is nothing but a bunch of broken ramps stacked upon each other, and Calypso's Blimp is little more than a series of boring rooms (talk about unrealized potential!). The best reason to buy Twisted Metal 3 is its four-player split screen mode, which is genuinely fun despite the limited view. Another interesting new feature is the "CPU ally", which makes the one-player mode a lot easier. The music for this game is provided by Rob Zombie, who seems to be in every video game nowadays. Unless you're a fan, you might not appreciate his head-banging brand of music. Twisted Metal 3 still delivered destructive fun gamers crave, but the series was starting to show its age. © Copyright 2000 The Video Game Critic.
Twisted Metal 4 begins with a nice video sequence depicting the "birth" of the Twisted Metal tournament, and its aged, grainy, black and white visuals are quite effective. The sequence ends in the present day, revealing that Sweet Tooth has in fact overthrown Calypso as the leader of Twisted Metal. That's nice, but if you're expecting anything new in terms of gameplay, think again.
The new vehicle lineup includes a family truckster (remember that from the movie Vacation?), a UFO-looking hover bike, and Rob Zombie's "Dragula" mobile. Rob Zombie performed the music for this game, and it turns my stomach. The eight battlegrounds are a step up from those in the third installment. Highlights include a bedroom level where you battle it out Toy Story style. My personal favorite is the Carnival, featuring a haunted house and a roller coaster!
Unfortunately, the main game engine hasn't evolved much, and its pixelated tracks and crude collision detection should have been better. The game has its share of bugs, and I even had to restart a game after getting stuck in a wall. With Twisted Metal 4, the series seemed to be wearing out its welcome. © Copyright 2000 The Video Game Critic.
When I first heard about a Twisted Metal game with small, remote-controlled cars, I thought it was a major cop-out. But after giving it some thought, I decided maybe it wasn't such a bad idea. I mean, Twisted Metal was never realistic to begin with, and this would give the developers a chance to incorporate some creative new environments. Well, it almost worked.
The vehicles are based on the classic Twisted Metal cars, but simpler and more cartoonish. The imaginative battlefields include a playground, fun house, kitchen, and miniature golf course. Since they tend to be small, you aren't likely to get lost or lose track of your opponents. The gameplay is classic Twisted Metal - tough but addicting. You get three lives in each stage, and believe me - you'll need them all. Audio-wise, the background music seems inspired by "classic" Twisted Metal tunes (no Rob Zombie this time).
So what's the problem? It's the graphics. You'd think that by the fifth Twisted Metal incarnation on the Playstation, they would at least be able to maintain a decent framerate, but no. The action gets terribly choppy, and the two-player split screen mode is almost unplayable. The physics is so lousy that your car will sometimes float through the air and take forever to land. Even the background scenery is sloppy and full of seams. Small Brawl is an interesting turn for the series, but there's no excuse for these ugly visuals. © Copyright 2002 The Video Game Critic.
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Screen shots courtesy of IGN.com, Moby Games, Gaming Age Online, GameSpot, Rotten Tomatoes, GameFAQs.com, Playstation Museum, YouTube, Video Games Museum, Game Fabrique, Super Adventures in Gaming, Game Rave