20th July 2016, 12:27 PM
Odyssey 2 - Cosmic Conflict
So, as expected, Cosmic Conflict for the Odyssey 2 is a two-minute-long game with low replay value. That's unfortunate though, because the gameplay is fun! You move the camera around, shooting at alien ships as they approach, and need to kill a set number before your time/health meter runs out. The shooting feels fun, and while some enemies just fly back and forth, one type does come at you and attack, and it requires good aim to hit too. It's good... and then it ends two minutes later, game over, there is no second level or harder difficulty, and it would require a GREAT deal of terrible play to actually die. I haven't died once yet, and doubt I will. I know the pre-crash era was an experimental time, but this is frustrating because it's so close to being something, but it isn't because of lacking options. All the game needed was some difficulty options -- have options or additional levels that increase the number of aliens you have to take out, increase how fast they move, and decrease how much energy you get per stage, and this game would be pretty good. As it is though, there's almost nothing here.
Turbografx-16 (PCE) - Dragon's Egg
I got some import games again recently, for the first time since last year, and this one was among them... and it's a bit pricey (over $20) and is a short and easy game. I expected that, though, so I'm not surprised by that. But despite the limited amounts of content and lacking challenge, I don't regret getting this because it has very good graphics, controls, and gameplay. What's here is great, they just needed to finish the game. And that really is what it feels like -- the first three levels have 2-4 stage sections each, and the only one with two has a long maze as the second part... and then you get to level 4, and see that the last 3 levels of this 6-level game have only ONE stage section each, and they are all very straightforward, not too long levels! I have no explanation for this beyond that the game must have been badly rushed, so they didn't have time to actually make the whole second half of the game. It'd be very short regardless, but it's too bad to see something this fun be held back by what has to be not enough dev time. Also, you can upgrade in this game, including pickups which make your dragon stronger, and powerups you can buy to upgrade damage and range. If you max out your power you're extremely powerful. If you do manage to die the game suddenly actually challenges you a bit as you reset to zero powerup-wise, but for some odd reason the only instant-death pits in this game are in the first two levels, so survive that and you should be good. I beat the game by restarting each time I died, until I got full power and stayed alive to the end, so I one-life-cleared this game in under a day. Yeah. I might review this though, so I'll stop now...
3DO - Super Street Fighter II Turbo
I got this the same day as Cosmic Conflict, and beat it that day as well, on difficulty 4 that is. Is SFII getting easier, or do I just know enough about this game to get through it... I presume it's the latter. Compared to the SNES, Genesis, and TG16 versions of SFII I have, this one does look better, and of course it's the Super Turbo version so it has a new super meter that none of the 4th-gen ports have and Akuma, but it doesn't feel like quite as much of an upgrade graphically as Samurai Shodown does, comparing the Genesis/GB versions to the 3DO. I wish there had been more SNK games on the 3DO than that one! Too bad... but anyway, this is a great version of SFII, and controls great with the 6-button controller I have. That Capcom 6-button pad is really weird looking, but it's actually very comfortable and works great.
So, as expected, Cosmic Conflict for the Odyssey 2 is a two-minute-long game with low replay value. That's unfortunate though, because the gameplay is fun! You move the camera around, shooting at alien ships as they approach, and need to kill a set number before your time/health meter runs out. The shooting feels fun, and while some enemies just fly back and forth, one type does come at you and attack, and it requires good aim to hit too. It's good... and then it ends two minutes later, game over, there is no second level or harder difficulty, and it would require a GREAT deal of terrible play to actually die. I haven't died once yet, and doubt I will. I know the pre-crash era was an experimental time, but this is frustrating because it's so close to being something, but it isn't because of lacking options. All the game needed was some difficulty options -- have options or additional levels that increase the number of aliens you have to take out, increase how fast they move, and decrease how much energy you get per stage, and this game would be pretty good. As it is though, there's almost nothing here.
Turbografx-16 (PCE) - Dragon's Egg
I got some import games again recently, for the first time since last year, and this one was among them... and it's a bit pricey (over $20) and is a short and easy game. I expected that, though, so I'm not surprised by that. But despite the limited amounts of content and lacking challenge, I don't regret getting this because it has very good graphics, controls, and gameplay. What's here is great, they just needed to finish the game. And that really is what it feels like -- the first three levels have 2-4 stage sections each, and the only one with two has a long maze as the second part... and then you get to level 4, and see that the last 3 levels of this 6-level game have only ONE stage section each, and they are all very straightforward, not too long levels! I have no explanation for this beyond that the game must have been badly rushed, so they didn't have time to actually make the whole second half of the game. It'd be very short regardless, but it's too bad to see something this fun be held back by what has to be not enough dev time. Also, you can upgrade in this game, including pickups which make your dragon stronger, and powerups you can buy to upgrade damage and range. If you max out your power you're extremely powerful. If you do manage to die the game suddenly actually challenges you a bit as you reset to zero powerup-wise, but for some odd reason the only instant-death pits in this game are in the first two levels, so survive that and you should be good. I beat the game by restarting each time I died, until I got full power and stayed alive to the end, so I one-life-cleared this game in under a day. Yeah. I might review this though, so I'll stop now...
3DO - Super Street Fighter II Turbo
I got this the same day as Cosmic Conflict, and beat it that day as well, on difficulty 4 that is. Is SFII getting easier, or do I just know enough about this game to get through it... I presume it's the latter. Compared to the SNES, Genesis, and TG16 versions of SFII I have, this one does look better, and of course it's the Super Turbo version so it has a new super meter that none of the 4th-gen ports have and Akuma, but it doesn't feel like quite as much of an upgrade graphically as Samurai Shodown does, comparing the Genesis/GB versions to the 3DO. I wish there had been more SNK games on the 3DO than that one! Too bad... but anyway, this is a great version of SFII, and controls great with the 6-button controller I have. That Capcom 6-button pad is really weird looking, but it's actually very comfortable and works great.