Category: Reviews

The various opinions I have of many different video games.

  • Diving into the Windows 10 Marketplace with Modern Combat 5: Blackout.

    Diving into the Windows 10 Marketplace with Modern Combat 5: Blackout.

    For a while, I wasn’t going to upgrade to Windows 10. But then a friend convinced me of a few cool features, and I decided to finally take the plunge since it’s free as of this writing. Since my current PC was on Windows 7, I missed out on all the cool apps that came out during the Windows 8 era. After perusing the store, I found a few interesting games. Boy, I wasn’t expecting this…

    It's time for STERN MILITARY SOLDIER POSE
    It’s time for STERN MILITARY SOLDIER POSE

    Modern Combat 5: Blackout is probably the most generic title for a game ever. This is the product of Gameloft, a French-based development studio known famously for their mobile phone and handheld games. Naturally, this is a “port” from iOS/Android devices, supporting cumbersome touch screen controls.

    While I haven’t played the previous entries in the Modern Combat franchise, I am familiar with it. One of the games, Modern Combat: Domination, made it to consoles and I remember Giant Bomb covering it once. At the time, it looked like a mish-mash of Call of Duty 4 with a pinch of Counter-Strike‘s elements. By default, I go into any new game I play with mild skepticism and low expectations just so I don’t hype myself up for disappointment, so I wasn’t expecting much here.

    This is a hell of a way to start a game...
    This is a hell of a way to start a game…

    You play as Phoenix, a mercenary for works for some corporation. With the help of a bald marine named Bull, you two storm through San Marco, escaping from evil terrorists, and eventually escaping a helicopter in a boat chase sequence. Pretty exciting for the beginning of a Call of Duty clone.

    Is this some spirit animal allegory I’m not aware of?

    Afterwards, Phoenix wakes up in Japan, taken over by raiders during some terrorist attack or something. I’ll admit, I barely remember the story of this game, and that’s coming from a guy who played through Battlefield 3 and 4, which had really unremarkable generic campaigns. But from what I gleaned from a wiki for the series, it’s basically double-crossing between various factions, and a surprise plot twist that the CEO of the Gilman corporation is also a mercenary soldier who caused the double-crossing. Hardly oscar-caliber story writing, but I got what I paid for. (Nothing.)

    Something I noticed while playing was that a lot of the voice actors for this game are familiar to me. They’ve voiced characters in the Pokemon anime, mostly as minor characters. However, there is one voice I was surprised to hear: Jason Griffith, once the voice of a certain blue hedgehog, voices a minor character in this game. How the mighty have fallen, I guess.

    One of the many classes you can choose from. You get Recon to start, and the rest require you to either grind or pay up.
    One of the many classes you can choose from. You get Recon to start, and the rest require you to either grind levels or pay up to unlock.

    Modern Combat 5 has a leveling system and unlockables. There’s a create-a-class option, weapons can be upgraded by using them in the game to unlock attachments and better weapons, and each class has special skills that are upgraded using SP. SP is gained between some missions, leveling up, and between events Gameloft put up. One thing I liked is how the rankings persist between both single player and multiplayer, which I wish more games did.

    There are seven tiers of each weapon. While all the weapons are based of real guns, somebody at Gameloft thought that Tier 7 should be future-looking versions of old guns. The SMGs get a futuristic Thompson called the “Bromson,” Sniper rifles get a modernized Lee-Enfield called the “BSW 77,” and the pistol gets a future space Luger called the “Mrager.” I am not making this up. This is so ridiculous that I had to get screenshots of them:

    Multiplayer is typical military FPS in a post-Call of Duty 4 world: You have perks, you have a powerup you can use, there’s killstreaks like recon drones and EMP strikes, and you get XP for kills. There’s the common FPS gamemodes: Free-for-All, Team Deathmatch, Capture the Flag, and an unusual TDM variant called VIP where the VIP is always visible on the minimap and killing them rewards more points than killing other players. Fun, but a VIP kill is 5 points and the scorelimit is 50, making the matches go by faster than expected.

    My dad once said that combat drones will be the future of combat. I guess he was right.

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  • Aftershock for Quake: The most terrible pun name ever?

    Aftershock for Quake: The most terrible pun name ever?

    “Direct from the Internet.” Kinda rude to take those without permission, you know?

    PC gaming in the ’90s was a real wild west affair. When games like Doom took off, everybody started making shovelware compilations of anywhere from hundreds to thousands of levels. Most of them were downloaded off BBSes without crediting people, which is pretty scummy in itself. But if you had no internet connection, this was a way to get levels with ease.

    After a few years of this, companies like WizardWorks started making their own unofficial expansions for games like Quake, Descent and Warcraft II. While this was an improvement – level designers could actually license their stuff for commercial use – the internet was really starting to bloom in the late ’90s, making these unofficial “expansions” obsolete.

    Today, I’m gonna look at one of these unofficial expansions for a little game called Quake

    This looks like something I’d see on some pick up artist’s vlog channel.

    Forgiving the groan-worthy punny title, Aftershock for Quake is one of several expansions made to capitalize on Quake‘s success. Published by Head Games, this featured “advanced levels”, adding three episodes and a bevy of deathmatch maps.

    Unlike the official expansions – Scourge of Armagon and Dissolution of Eternity – these have no new monsters, powerups or weapons. These are vanilla Quake levels, designed to run with a registered copy of the original Quake. The episodes are drastically shorter than vanilla Quake, only having five levels for each episode.

    Unsurprisingly, I couldn’t get the installer to work on my PC running Windows 7 64-bit since it’s a 16-bit application. Thankfully, all I had to do was to copy the /AS/ folder from the CD into my Quake folder and I was off to the races.

    The blood on the logo looks rather ominous.

    There isn’t much of a story to these maps. Considering Quake‘s story was already bare-bones to begin with, this is relatively par for the course. With the exception of episode three, there aren’t any credits to who made this. It’s unfortunate, because I was hoping to see someone who would go on to later claims to fame in game development, as a “before they were stars” moment. Kinda like how Viktor Antonov worked on the infamous Redneck Rampage as an art designer before crafting out the styles of Half-Life 2 and Dishonored.

    By the way, there’s no new music in this. All of it is recycled from Quake, with the exception of one level having no music whatsoever. It would’ve been nice for them to go all out, but I’m glad they even bothered to even assign music tracks. Makes me want to put in a music CD to get a different feel to it, like when I wrote about Red Book CD Audio a couple years back.

    Wonder why they put both a knight and an ogre as if they’re equal threats? One has a grenade launcher, for chrissakes.

    Episode 1 has some interesting design. E1M1 starts you with an ogre, a knight, and a pool with armor in it as a secret. A later level has you hit a hard to see switch to move a boat across to grab the gold key, otherwise you die in hot slag.

    spasm0005
    Better get that quick save key ready. I shudder to imagine trying to do this with keyboard only.

    A lot of the level design for Aftershock feels very amateur. Lots of precarious platforming over death pits, unclear instructions, and rather plain-looking level design. A lot of the levels are simple, poorly lit, boxy, and have no sense of balance. One level starts you near a rocket launcher, but then drops you into a trap room with two shamblers, a few fiends, and a couple of pentagrams and megahealth to aid your fight. A lot of these levels have several “kill all the enemies to progress” rooms, and it’s a bit frustrating.

    spasm0012.png
    I dub this image “myfirstquakemap.map.”

    Granted, this was around 1996-97, and people were still trying to figure out this fancy new 3D engine, but if you’re selling this level set for money, you gotta make sure it can hang with the big boys of the official product and its expansions. And the first episode gives a rather less-than-stellar impression.

    On the bright side, the makers of the mod didn’t seem to know how to strip the player of their weapons upon completing an episode, so if you’re playing the episodes in order, the later episodes can be a breeze because of a full arsenal.

    I’m sorry but what the hell is this

     

    Out of all three episodes, episode 3 is the one that feels more fleshed out. With more custom textures, and even proper credits — the whole episode’s made by one Greg MacMartin, who’s still in the biz today working on Consortium and the Homeworld games — this is the best of the stuff on display. Though he did have a fascination with putting the gold key in death trap areas…

    This is rather cruel enemy placement for a key.

    While I didn’t have any strange bugs while playing, I did experience a rare game crash. When I finished E3M5, Quakespasm, the source port I use, crashed with an unusual pushwall error. I was worried that this was an issue with the source port, but surprisingly I could not recreate the error after that. If there’s anyone reading who’s Quake-savvy who could explain what a pushwall error means, let me know in the comments.

    That’s about it on the single player front. Aftershock for Quake also comes with about 13 deathmatch levels also made for the expansion, but most of them are simple box levels or have gimmicks, such as the two LAVABOX levels.

    Since Quake multiplayer was in its infancy, a lot of these were likely made for 1v1 skirmishes. None of these maps are anywhere near levels of DM3, but when you just wanted to frag your buddies, you were happy to get whatever maps you could get your hands on.

    spasm0026
    Now who the heck would want a pool full of hot slag?

    You think that’s it, right? There’s enough there to give you something to play around with. Remember when I said that these were made when shovelware compilations were extremely common? Hidden on the disc is a level creator, called Thred, and a bunch of levels that come with it separate from the main Aftershock campaign. Though, the back of the box calls it the “Aftershock 3D Level Editor,” which sounds like a fake program I’d hear on a TV show.

    There isn’t anything outstanding in this collection – no Iikka Kiranen levels or anything cool like that – and some of these levels are merely tutorials for how to do things in the Quake engine. Most of these levels are freely available online through places like Quaddicted, but you’re probably not missing out.

    spasm0011
    Dare you walk down the ramps of death?

    Aftershock for Quake is not an amazing expansion. Episode 3 and the various DM levels are the only reason to check this out, the rest of it is shovelware fodder that was prevalent during this time. I only spent a few bucks on this, so I don’t feel cheated out of this, but I got at least an hour or so of fun playing what Quake‘s community maps were like in 1996, so there’s that.

    As far as I know, this is abandonware.  Head Games no longer exists, and there’s probably no penalty for pirating an unofficial Quake expansion over twenty years after its original release. While not as outstanding as some of the other expansions, it’s a cool curiosity from years past. These kind of shovelware expansions should be documented more, there’s probably some interesting stuff about them we’re missing out on.

    Demon Gate cover courtesy of Mobygames. Aftershock for Quake cover courtesy of the Quake Wiki.

    Updated 8/1/2020 for paragraph changes and some updates.

  • Die Hard Nakatomi Plaza: John McClane on a budget.

    Die Hard Nakatomi Plaza: John McClane on a budget.

    It’s the holiday season, and what better way to celebrate than playing something Christmas-related? How about a game based on one of the best damn action movies of the 80s, Die Hard?

    I don't care what anyone says, this is a Christmas movie in my book.
    I don’t care what anyone says, this is a Christmas movie in my book.

    Okay, I may be stretching it a bit here. But it’s better than trying to find some Christmas-themed game involving Santa Claus. It’s also appropriate, considering Die Hard‘s legacy.

    There have been many Die Hard games over the years. There was the top-down action game for the NES that’s been featured by the Angry Video Game Nerd and Games Done Quick, the multi-genre Die Hard Trilogy, even the Sega brawler Dynamite Deka which was rebranded as a Die Hard game when it hit stateside. But we’re gonna be talking about a little-known budget shooter that featured our old pal John McClane, Die Hard: Nakatomi Plaza.

    Love how they don’t try to give a Bruce Willis-like face for McClane.

    This game had an interesting history. Starting out as a “Die Hard TC” for Duke Nukem 3D, it eventually made the leap from the aging Build engine to the new GoldSrc engine in 1999. Development on Nakatomi Plaza went silent in 2000 as rumors went around 20th Century Fox sent a cease and desist on the project.

    Eventually the game got re-announced the following year, now with the proper Die Hard license. Since 20th Century Fox had their own games publishing arm (at the time), the game got one more engine change: the fancy new Lithtech Engine. The engine that was used in The Operative: No One Lives Forever a year prior, and would be the primary engine for Monolith Productions’ stuff for years to come. The engine was also fairly cheap to license, which meant Lithtech powered lots of budget games I’ve actually talked about before. We’re talking stuff like CTU Marine Sharpshooter, Vietnam: Black Ops and…

    This damn monstrosity.

    But enough about the engine that powered a dozen junk games. Let’s get into the game itself. Nakatomi Plaza is a loose retelling of the original Die Hard‘s story. If you’re reading this and you’ve never seen Die Hard, stop reading this and watch the film. NOW. Alternately, you could read the book the movie’s based on, Roderick Thorp’s Nothing Lasts Forever, which I heard is actually a good book. If you have seen Die Hard, then continue. Preferably read this while listening to that GuyzNite song about the Die Hard franchise.

    Since this game’s hits all the famous parts of the original movie, I won’t go into a play-by-play of the game, only for what the game has changed from the film itself.

    The game starts out exactly the same as the film: John McClane arrives at Nakatomi Plaza thanks to Argyle the limo driver, meets up with Mr. Takagi, Ellis and Holly Gennaro, before Hans and his terrorist buddies come in and wreck stuff, leaving John barefoot with his 9mm Beretta.

    It's weird to be playing an FPS with a left-handed protagonist. What is this, Counter-Strike?
    It’s weird to be playing an FPS with a left-handed protagonist. What is this, Counter-Strike?
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  • Need for Speed Carbon on the Game Boy Advance: Time to Own the City!

    Need for Speed Carbon on the Game Boy Advance: Time to Own the City!

    There are many things that I’m always fascinated by, and one of them is portable versions of big console games. It’s surprising to see studios small and large try to squeeze as much power out of handhelds and hopefully make a good game out of it. I collect these on a rare occasion, and thought I’d dig one out of mothballs I bought awhile back and give it a spin.

    As opposed to what, Own the Parking Lot?

    Let’s hop in a ride and drive the mean streets, because we’re checking out Need for Speed: Carbon – Own the City for the Game Boy Advance. I mentioned buying this in an old “I Bought Stuff!” post from a year ago, and I wanted to see what a racing game looks on the ol’ GBA.

    This is an EA Canada product, and came out on the GBA, PSP, and DS as the spinoff portable title alongside the main game on the bigger consoles. Usually the portable version is different in some ways than its console brethren, so let’s check it out.

    The story’s fairly silly: You were in a race alongside your brother Mick, and a multi-car pile up by some unknown assailant caused the death of your brother and caused amnesia in you. What follows is a typical revenge plot as you work with Sara and Carter, Mick’s former crew members, as you climb your way back to the top and dominate districts and “Own the City,” as it were.

    So let’s take a look at how this looks on the Game Boy Advance…

    If you think it looks bad on a screenshot, imagine this in motion!

    Oh. Oh dear. I’m not a graphics snob by any means, but this game looks pretty bad, even by GBA standards. Screenshots really do not do this justice, it looks like a blocky mess of a world on a platform that shouldn’t be running stuff like this. Feel the thrill of going 100 mph while feeling like you’re going half that speed!

    Now I know the Game Boy Advance is not a 3D powerhouse, but something is really wrong when even playing it at top speed feels like a casual drive through a city than an actual racing game.

    It doesn’t help that I can barely see anything. It’s very hard to see what’s ahead of you, and most of the roads are made of 90 degree angles that make it difficult to make good turns with slamming into the buildings. It doesn’t help that this perspective also makes swerving past traffic and opponent racers difficult.

    Playing one of the Hunter races. One of the few modes where being in first isn’t guaranteed a win.

    But enough about how it looks, here’s how it plays. A accelerates, B brakes, L activates Nitrous – provided you’ve unlocked it, and R is handbrake. There are four race types: Circuit, Sprint, Elimination, and Hunter. Circuit and Sprint are your standard races. Elimination removes the last place driver at each lap. Hunter is a strange one: Every skill or trick you do fills up a health bar, but hitting anything or stopping loses health. It’s less about finishing first and more about finishing with style.

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  • The Spear of Destiny Mission Packs: The Lost Wolfenstein games.

    The Spear of Destiny Mission Packs: The Lost Wolfenstein games.

    I have a certain fondness for Wolfenstein 3D. Back in the early 2000s when I was just a middling teenager, I was playing a bunch of cool level packs for Wolfenstein. Hell, the first online blog post I ever made was talking about an old Wolfenstein 3D mods website that I thought was cool. Yeah, it’s kinda plain compared to Doom and Quake, but damn it, I still had fun going through mazes killing things.

    I’ve played practically every major Wolfenstein game barring the Muse Software prequels and the most recent The New Order. I was even a hardcore Wolfenstein: Enemy Territory player back in the day. But I didn’t know that there was a Wolfenstein game I missed.

    They don't make game covers like these anymore...
    They don’t make game covers like these anymore…

    Mission Pack 2: Return to Danger and Mission Pack 3: Ultimate Challenge are unofficial third party expansions to Spear of Destiny, developed internally at FormGen and released in 1994. If you were craving more Wolfenstein and weren’t playing Doom for some reason, this was one of the many way to fulfill your digital nazi killing urges. That, combined with the Wolfenstein map generator mentioned on the box, and you now had seemingly endless opportunities to expand your Wolfenstein 3D experience.

    Both episodes have the same story: Hitler recovered the Spear of Destiny from B.J. Blazkowicz, and it’s up to B.J. to fight Hitler’s Nazi regime once again and recover the Spear before he brings hell demons to Earth. It’s corny stuff, but to quote John Carmack from the book Masters of Doom, “Story in a game is like a story in a porn movie. It’s expected to be there, but it’s not that important.”

    Well, I hope you like blue because there's a lot of it.
    Well, I hope you like blue, because there’s a lot of it here.

    So what’s different in these Mission Packs compared to vanilla Spear of Destiny? Surprisingly there are a bunch of changes in this game. New levels (natch), new sprites, new textures, even the enemies look and sound different. So already this is looking promising, right? Oh, if only.

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  • Sega Swirl: The puzzle game time forgot.

    Sega Swirl: The puzzle game time forgot.

    Sega in the late 1990s to early 2000s was a weird time, at least here in the United States. After bungling the Sega Saturn, there seemed to be some hope for the company with the blue hedgehog as they released the Sega Dreamcast in 1999, being a modestly successful system. But then Sony’s PlayStation 2 came out the following years and steamrolled over all competition, forcing Sega to abandon games console production and go into full-time game publishing instead. As time rolls on, the Dreamcast era seems to be more fondly remembered, alongside many of the games that came with it. But there’s one game Sega heavily pushed during this era, one that has been slowly forgotten to time.

    While Sega was mostly known in the console space, they did have a middling PC division during those years. Most of them ports of legacy games like Sonic & Knuckles Collection, but there was one game they released around 2000 that was a unique, interesting idea. It was a game that would absolutely dominate my middle school years in terms of its simplicity and fun factor.

    What the heck kind of company is
    What the heck kind of company is “Sega of America Dreamcast” anyway?

    Introducing Sega Swirl, a fairly simple puzzle game released by Sega, loosely inspired by the Dreamcast logo swirl. This came out as a freeware game from around 1999-2000, and while the title screen is incredibly basic, there’s a lot more to it than you think.

    The swirls almost look like colored cinnamon rolls. Damn, now I’m hungry.

    The gameplay is fairly simple: You’re given a grid of swirl colors, and your goal is to find groups of colored swirls for points. Removing them shrinks the playfield down, making it easy to build up combos. However, removing a single swirl will result in you losing points. In the standard “Level mode,” you must complete five goals to finish the stage, thus chaining swirls together for massive points is the end goal. It’s a fairly simple game, but still fun even in spite of its basic looks.

    A shame this came out in 2000, before esports were a thing. I would totally watch a Sega Swirl tournament.

    There’s also a Versus mode, where up to four competitors start taking enemy swirls for massive points. The goal is to knock your opponents out by eliminating that player’s swirls from the field. Like before, clicking a single swirl makes you lose points, but since your goal is to eliminate your opponent, it’s a good strategy to grab one swirl just to knock them out of the game faster. It’s a fun, competitive mode.

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  • Wordtris: When Tetris and Scrabble collide.

    Wordtris: When Tetris and Scrabble collide.

    If you were around in the ’90s, you might be familiar with Tetris mania. The original game hit a myriad of systems, most notably the Game Boy, and became a massive worldwide success. Naturally when something like Tetris is popular, people try to reinvent the wheel and make variants of Tetris, with varying levels of success.

    Some of these, like Tetris 2 or Tetris Blast just added a more puzzle element to the base Tetris game. Others were games like Tetris Attack, which was merely a rebranding of what we now know as Puzzle League. Then there’s the game that we’re talking about today:

    Even the cover is similar to the original NES Tetris cover.
    Even the cover is similar to the original NES Tetris cover.

    Proudly mentioned on the box as “Tetris made Letter Perfect!”, Wordtris is a Tetris-like game released for several different systems. Though today we’ll be specifically looking at the SNES version of the game. Spectrum Holobyte took the block-building concept of Tetris and put a unique spin on it, which is hardly unknown territory to them. Wordtris was one of several Tetris spinoffs Spectrum Holobyte released, including Welltris and Faces: …Tris III. I wasn’t kidding when I said there were many Tetris spinoffs in the ’90s.

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  • Marine Sharpshooter: One Budget FPS, One Mediocre Game.

    Marine Sharpshooter: One Budget FPS, One Mediocre Game.

    I’m convinced no one wants to be the sniper in a video game. Yeah, there’s parts where they show that being a sniper is cool, but most of it involves walking around silently and shooting people at a distance with a bolt-action rifle. The only time I’ve ever really seen it work is something like Call of Duty 4‘s “All Ghillied Up” mission, and even that’s more of a stealth level than a sniping level.

    I’ve played several games where sniping is the primary focus, such as Sniper Elite V2 or Sniper: Ghost Warrior, and most of the time it ends up being a fairly basic shooter with needlessly elaborate sniping mechanics. I don’t know why people keep making games based on this exactly, but much like they kept making sequels to the Sniper movies, there must be an audience for this stuff.

    Today, I’m gonna look at one of those sniping games, and this time, it’s a bargain bin shooter, which tells me we’re in for some old-fashioned budget jank.

    Not endorsed by Jack Bauer

    Marine Sharpshooter is a budget FPS where sniping is the base mechanic. Despite having the “CTU” logo on top, you don’t play as Jack Bauer from the hit series 24, but instead a generic soldier dropped into certain exotic locales where you assassinate enemies, usually with sniper rifles.

    The developer of this game was Jarhead Games, a master of making budget military FPSes, such as Navy SEALs: Weapons of Mass Destruction and Army Ranger: Mogadishu. The only other notable thing they made was NRA Gun Club, a target range game which is incredibly ironic considering the NRA was lambasting video games as an excuse for a mass shooter. I’ve played only one of Jarhead’s games before — the aforementioned Navy SEALs — and it wasn’t that interesting, so I don’t have high hopes for this one.

    Wonder if I can get that skin for Counter-Strike: Global Offensive?

    The game starts with a dramatic cutscene and our two heroes: A generic sniper and his spotter buddy, with an M4 assault rifle. They don’t give them names to start, so I’m gonna call them “John McSniperdude” and his teammate “David Spotterguy.” You play strictly as McSniperdude in this case, with Spotterguy being your wingman and occasional distraction.

    What a good way to start your game, with a big load of nothing.

    After a thrilling introduction where McSniperdude and Spotterguy arrive to Afghanistan by boat, our game begins. Compared to other Sniping-themed games I’ve palyed, sniping in this game is a bit unusual control-wise: You use the mouse wheel to zoom in and out of your scope. It takes a little getting used to, especially since I’m used to many other games allowing you to scope in with the right mouse button. I guess in the days before Call of Duty‘s ironsight modes got popular, this is an okay solution, but also probably difficult if your mouse doesn’t have a mouse wheel.

    As you play, Spotterguy will tell you that there’s enemies in a certain direction, also highlighted on your radar above. In some cases, this is what you need to be able to even see enemies without getting shot a bunch. Since he’s your teammate, you have the ability to tell him to either attack only when shot upon, or just to attack anyone he sees. At some point, I just told my spotter to fire at will so I didn’t have to switch between weapons or no-scope enemies that surprise you at close range.

    Our spotter is the master of blocking.

    You can also have the spotter either hold a position or follow you around. I often played through the game having him follow me, but this lead to problems where he’d sometimes block a doorway, making it impossible for me to progress. Since he’s also your buddy, you have to protect him as well as complete your objective. If he dies, then McSniperdude commits suicide to mourn the loss of his buddy. At least that’s what it looked like, any time I failed the mission, my character just dies.

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  • Hoyle Casino on the Game Boy Color: Gambling on the Go.

    Hoyle Casino on the Game Boy Color: Gambling on the Go.

    For a long while, I was fascinated by casino video games. Maybe since I was too young to actually play at a casino, I figured casino video games would simulate the casino experience without losing loads of money in the process. It’s a shame that nowadays casinos are inundated with digital slots and video poker machines, with maybe a blackjack and craps table here and there. It’s just not the same.

    During my teenage years, I was playing one of these casino games, back when I had just gotten the fancy new Game Boy Advance. Though, it was a Game Boy Color game…

    Probably the best quality picture I could find. If my box wasn't crushed to hell, I'd just scan mine in.
    Probably the best quality picture I could find. If my box wasn’t crushed to hell, I’d just scan mine in.

    Hoyle Casino is a game sponsored by the Hoyle game company, which primarily is a playing card company, though these days they’ve also branched out to publishing digital games based on TV shows like Ice Road Truckers. This game is also unique because it was one of the few games Sierra published for the GBC, with the others being sister title Hoyle Card Games and a version of 3D Ultra Pinball: ThrillrideHoyle Casino came to other systems, but today I’m looking at the portable release.

    Pulsar Interactive worked on this, and they were mostly known for Game Boy games like Barbie Fashion Pack, as well as assisting in Quest for Glory V and Blood & Magic, as well as IBM’s Manage This!, which is not a video game but they were more than proud to feature it on their website.

    I figured I played this a bunch because of the aforementioned fascination with casino games. Plus since it was on a portable and this was before everybody had smartphones, it was a great time waster when you had nothing to do, which was fairly common in my high school years.

    Now, my gold standard for casino games is Nintendo’s Vegas Stakes – both the original SNES version and it’s Game Boy counterpart – so let’s see if Hoyle Casino is good enough to dethrone the king of casino video games.

    Hoyle Casino is a proud sponsor of VICE. I’m more of a MisterCard person, personally.

    We’re introduced to this screen where you create your character, complete with portrait. It’s merely cosmetic, but I decide to go for the classy gentleman portrait for this one.

    This game boasts "hundreds of variations." I'm not seeing hundreds, here.
    This game boasts “hundreds of game variations.” I’m not seeing hundreds, here.

    Hoyle Casino has seven base games in it: Blackjack, Slot Machines, Craps, Roulette, Pai-Gow Poker, Video Poker and just “Poker.” Considering Hoyle is best known for playing cards, I’m not surprised how much poker games are in that.

    As I select the Poker option, suddenly I am given a deluge of various choices.

    More poker than you need. Not like these variants matter considering everybody just plays Texas Hold’em these days…

    Holy crap, that’s a lot of poker games. They got most of the common ones, including Seven Card Stud that I remember playing in Vegas Stakes, as well as the now-iconic Texas Hold ‘Em, the one type of Poker everyone knows because it was on TV for a long while.

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  • Kiss Psycho Circus: Glam rock meets the paranormal.

    Kiss Psycho Circus: Glam rock meets the paranormal.

    I am not a fan of Kiss. I only know a few of their songs, mostly because they appeared in Rock Band. I’m aware of Gene Simmons’ mastery of marketing the band, complete with corny ’70s live-action specials, their shift to hair metal in the 80s, and of course, the infamous Kiss Kasket.

    They have a couple good songs, at least. “Love Gun,” “I Was Made for Lovin’ You,” even “Strutter” is pretty solid. Kiss is a band I can appreciate and respect, but I don’t really care for them.

    The late ’90s was the time for a Kiss comeback: The original line-up got back together and released an album in 1998 called Psycho Circus. With that title, and probably with a pinch of Gene Simmons’ marketing mastery, it eventually lead to a comic book series written by Spawn creator Todd MacFarlane, and of course, a video game. Prepare for the Nightmare Child.

    This is one of four different covers. I guess they hoped people would buy all four in a way to recuperate the development cost?
    This is one of four different covers. I guess they hoped people would buy all four in a way to recuperate the development cost?

    Kiss Psycho Circus: The Nightmare Child is a video game adaption of the Psycho Circus comic book series by Image Comics and Todd MacFarlane Productions. The comic involved the band members becoming supernatural beings and saving the universe as part of the silly team moniker Four-Who-Are-One. The video game borrows elements from the comic, but has a wholly different story.

    This was released on PC and Dreamcast in 2000, not long after games like Quake III Arena and Unreal Tournament were getting big. Though this being released on the Dreamcast and not the then-forthcoming PlayStation 2 is rather baffling, but maybe it’s for the best.

    Instead of playing as members of Kiss, you play as members of a Kiss tribute band who get teleported to a special world ran by this gypsy named Madame Raven. She tells you about this big bad called “The Nightmare Child,” one that will destroy the world, and your band are the chosen ones to stop them.

    I hope you love mystical dialog that barely makes any sense!
    I hope you love mystical dialog that barely makes any sense!

    Separated by the Hall of Mirrors, each band member goes through each world as they grab each of the six pieces that form the respective Elder to stop the mythical Nightmare Child. Admittedly, the story is rather nonsensical even in-game, I had to resort to the manual to understand this bizarre-ass story.

    I can say with authority that this story is so god damn ridiculous that it’s not worth looking further into. Then again, with this being co-opted by a band known for wearing silly outfits and the guy who created freakin’ Spawn, I’m not expecting System Shock 2 levels of storytelling here.

    Here's a goofy little easter egg: The statue is holding the logo of developer Third Law Interactive.
    Here’s a silly little easter egg: The statue is holding the logo of developer Third Law Interactive.

    This game was developed by Third Law Interactive, founded by one of the original members of the Daikatana development team during its first year or so when it was under the Quake engine, so already we’re off to a shaky start. They didn’t do a whole lot of notable stuff outside of this game, my brief internet search found out they worked on an Aliens vs. Predator 2 expansion and added stuff to the Game of the Year edition of No One Lives Forever.

    You may have noticed that’s all Monolith/Lithtech stuff. Unsurprisingly, this game runs on Lithtech 1.5, which is an absolute pain in the ass to get working on modern devices without needing an elder god and maybe dgVoodoo2. Worst off, that this is one of those games that has the pesky disc check, and no patch or update is out to turn it off. A shame, really.

    But let’s get to the meat of Kiss Psycho Circus. In the game, you choose one of the four supernatural characters and go through a set of levels, getting weapons, jumping on platforms, activating switches and killing enemies in your wake. Through the levels, you’re looking for the items make your character part of the Elder, like boots, shoulder pads, and finally the iconic Kiss masks.

    This guy's ready to pull the trigger on his gun. His Love Gun, that is.
    This guy’s ready to pull the trigger on his gun. His Love Gun, that is.

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