I'm all for quirky games with unique ideas, but one thing that Brad and other game reviews for Typing Of The Dead don't emphasize enough is that aside from the typing action, Typing Of The Dead is virtually identical to House Of The Dead 2! I went into this game expecting an entirely new game based on the House Of The Dead universe.
If there was ever any doubt that Sega was the leader in video-game innovation, the string of games bursting with fresh ideas released during the current Dreamcast generation will surely lay any such fears to rest. Has there ever been such a wide variety of techniques, approaches or just plain whacked-out, kooky ideas from one publisher? I really don't think so.
I liked the idea of sniping, shooting and thinking in a one game, but here it's done in three different games. MDK2 is essentially split up into three alternating parts—Kurt's adventure, Max's adventure and Dr. Fluke's adventure. Because each character's missions are built around their various abilities, each part plays completely different, and there's not much to hold everything together to make it feels like one game. MDK2 is a beautiful 3-D action game, and it's pretty fun, but there are problems in the game's basic concept that keep it from being really fun.
From the comic-book style cut scenes to even its darkest moments, MDK2 sustains an enjoyable tongue-in-cheek atmosphere that provides a refreshing break from the many somber action titles that populate store shelves. The result is a refreshing, unique gaming experience no gamer should pass up.
Playing Gungriffon Blaze, I definitely agree with Chi when he said that almost everything is done wrong here. The offenses taken separately by themselves aren't anything that would ruin a normal game, but there are just so many individual pieces that don't work. When you add them all up it makes for a pretty miserable experience, and a game that does not deserve to be purchased under any circumstances.
There are so many things wrong with Gungriffon Blaze, I barely know where I should begin. It's like a laundry list of how not to make a next-generation title.
Man, I really wanted to like this title. The minute I loaded the disc, I marveled at the stunningly clear introduction movie and drooled over the countless customizations for Armored Cores. I was even impressed by the mock e-mail system used to give characters life and progress story details. Suffice it say, the game had me the second I hit the start button.
The cult PS series makes the jump to PS2
Despite the fun of the intense, Star Wars-like battles and the small degree of strategy involved in some missions, Starlancer gives itself a black eye through numerous glaring flaws.
They tell us in advertising class that the best way to measure how well your product will sell is by its unique selling proposition. Most games have a pitch like this, whether its touting their mind-blowing graphics, one-of-a-kind gameplay, or simply being the sequel to last years blockbuster. Starlancer has none of these qualities, so during the Dreamcasts packed fall of 2000 it fell between the cracks while gamers opted for more well-known titles like Shenmue. It came, got some decent review scores from web sites and magazines, and disappeared without leaving so much as a dent on the medium. Is it worth sniffing around the corners of your local game shop for a look at this forgotten relic? Well, lets just say I now know why it was forgotten in the first place, and that knowledge was not worth a twenty.