“The first Xbox console… not to be confused with Xbox One.”
It’s time to feel old, because today is the twentieth anniversary of the original Xbox console and, by extension, the entire Xbox brand!
Released in North America on November 15th 2001, Microsoft’s Xbox was the first major console created by a North American company since the Atari Jaguar (remember that thing?). At the time, many people wondered how the Xbox would fare against the competition. Industry mainstay Nintendo was releasing the GameCube around the same time, and Sony’s white hot Playstation 2 had been out for a year by that point.
Thankfully, at least one game ensured the Xbox would be a major player in the video game world.
Yes, the Xbox had plenty of great games (my personal favorite being Oddworld: Stranger’s Wrath), but it was Halo that proved, right out of the gate, that Xbox was a force to be reckoned with, and that it was here to stay.
Though Xbox couldn’t match the sales numbers of the Playstation 2, it left an indelible mark in video games, even popularizing online multiplayer on home consoles with (what else?) Halo 2.
In twenty years, we’ve gone from the original Xbox to the excellent Xbox 360 to the Xbox One to the oddly-named Xbox Series X/Series S (not to be confused with the Xbox One remodels called Xbox One S and Xbox One X…which people have confused it for so why did they call it that?!). Over those two decades, Xbox has provided countless memories of fun and excitement to players the world over. The Xbox legacy has provided so much joy to people, that we can all forgive the fact that its original controller was basically a brick with buttons on it. Seriously, why was that thing so huge?!
Crash Bandicoot’s recent resurgence has to be the best reboot in video game history (one could argue that title belongs to Sonic Mania, but that wonderful game was followed-up by the dreadful Sonic Forces mere months later, somewhat negating the goodwill Mania created). There have been a few great video game franchise revivals over the years – such as when Retro Studios picked up the Donkey Kong Country mantle – but they were revived continuations. As far as hitting a complete reset button goes, Crash Bandicoot went from a washed-up mascot to once again becoming a viable franchise as if we were back in its heyday.
The original “unofficial” mascot of the Playstation brand has had a slow burn of a build-up to his first brand-new game in over a decade. Back in his absent years, Playstation 4 commercials featured background cameos and references to the face of Sony’s early days in the gaming market. In 2016, Uncharted 4: A Thief’s End featured a segment where series’ hero Nathan Drake played a stage from the very first Crash Bandicoot on his Sony Playstation in a fun meta moment (the Uncharted series being created by Naughty Dog, the original creators of Crash Bandicoot…back when they actually made video games). This lead into 2017’s release of Crash Bandicoot: The N. Sane Trilogy, a compilation of Naughty Dog’s original trio of Crash Bandicoot titles recreated from the ground-up for the PS4. Though the games showed some aging in certain areas (namely some tricky perspectives, these were released in 3D gaming’s infancy after all), the N. Sane Trilogy proved that fun itself never ages, and showed that there was still an audience for the franchise. Then in 2019, Crash Team Racing: Nitro-Fueled (a remake of Naughty Dog’s final Crash game, one of the few kart racers that is held in a similar regard to Mario’s) was released, and pushed the boundaries for what to expect in a video game remake.
Now seemed like the appropriate time to finally pull the trigger on a brand-new Crash Bandicoot game. And that’s exactly what happened when Toys For Bob announced they were making Crash Bandicoot 4, fittingly subtitled It’s About Time, which released at the beginning of October 2020.
That “4” in the title is important, as it’s the game’s way of telling players outright that this is a continuation of the original trilogy, ignoring the games that were released post-PSOne/pre-N. Sane Trilogy.
I remember way back when I played Crash Bandicoot: The Wrath of Cortex (the “first fourth” Crash Bandicoot title) it was obvious that the magic just wasn’t there. It certainly wasn’t the worst platformer you could find at the time, but it was uneventful enough that from that point on, I had kind of forgotten how much I enjoyed Crash Bandicoot back in its heyday. Unlike something like Super Mario, which has proven timeless, it seemed Crash had his time in the sun, and it was over. The series was destined to be a fond memory of the past.
The N. Sane Trilogy was more than just a nostalgia-fueled remake (though it was that too), but a launching pad to start the series over, which continued with the Crash Team Racing remake. Now, Crash Bandicoot 4: It’s About Time successfully follows-up this relaunch in such a way that it makes you forget everything that happened to the series after the PSOne era. And in the end, Crash Bandicoot 4: It’s About Time arguably proves to be the best game in the series.
Ignoring the gimmicks of later entries, Crash Bandicoot 4 utilizes the same kind of platforming mechanics and stage design of the original trilogy (though the game was built from the ground-up, and doesn’t utilize any assets from the N. Sane Trilogy). It’s a 3D platformer, but it plays more like a 2D one. Crash Bandicoot (or his sister Coco, who is playable in any of Crash’s stages from the get-go) can run, jump and spin across linear levels, with the camera usually following behind them (though there are also sections with a straight-up 2D perspective, as well as the series’ “chase” levels, which sees the player character running towards the screen). Along the way, they break crates (think Donkey Kong’s barrels) and collect Wumpa Fruits (akin to Mario’s coins or DK’s bananas).
While I have to admit there are times when the perspective can still be a bit tricky, leading to some unfair deaths, for the most part, Crash Bandicoot 4 is an utter delight to play. Yes, those occasional trickier perspectives prove that Crash’s formula isn’t as timeless as that of Mario, but Crash Bandicoot 4 is proof that fun gameplay and strong level design make up for any shortcomings.
That isn’t to say that this is merely the same old Crash Bandicoot with new levels, as Crash Bandicoot 4 makes quite a few meaningful additions and adjustments to the proceedings. The most immediate during gameplay being that Crash/Coco’s shadow is made more prominent, with a targeting reticle around it, which may sound like a small detail, but it greatly benefits Crash Bandicoot’s unique perspectives of 3D platforming.
Another change occurs before you even start the game, with players able to choose between “Retro” and “Modern” play styles. Retro plays things true to Crash’s history, utilizing extra lives and game overs (which will send the player back to the beginning of the current level, no matter their progress), and also means collecting one-hundred Wumpa Fruits results in an additional life. Modern mode does away with lives, meaning you’ll always be revived at the most recent checkpoint no matter how many times you die. Wumpa Fruits still have a purpose however, as collecting 40, 60 and 80 percent of a stage’s Wumpa will reward the player with gems (more on that in a minute). If you select one play style but find yourself wishing you’d picked the other, you can switch between Retro and Modern mode at any time in between stages, so thankfully your file isn’t locked onto a set play style.
Between the two, I recommend starting out with the Modern mode, because Crash Bandicoot 4 certainly lives up to the series’ infamous difficulty. In fact, I dare say it’s the most difficult Crash Bandicoot title since the original (though thankfully, it’s much better designed than the first game). But if you just need that classic Crash challenge, the Retro mode is always there. It’s actually a very nice addition to have an option like this.
Another new element comes in the form of N. Verted mode, which is essentially mirror mode – with the stages flipped in reverse – with the fun added bonus of each world’s N. Verted levels boasting a different art style: One world is in black and white, with Crash and Coco’s spins adding color to the world, while another takes on the aesthetics of a comic book, to the point that sound effects appear as on-screen words like “Pow!” and “Bam!” in the tradition of 1960’s Batman. Sadly, because each art style is confined to their respective world, the N. Verted mode doesn’t quite match up to the similar “Tonic” features from 2019’s Yooka-Laylee and the Impossible Lair, but it’s still a fun twist that makes the traditional mirror mode more worthwhile.
A more gameplay-focused addition comes in the form of the Quantum Masks, four spiritual voodoo masks who represent time and space, who serve as new power-ups during certain points in the game: One mask allows the player to phase certain objects in and out of existence (you could say these objects can be placed in categories A and B, with the B objects being ethereal when A is active, and vice versa). This alone feels like a wonderful addition to a platformer, and makes for some of the game’s most creative challenges. A second mask utilizes dark matter to give Crash and Coco a superpowered perpetual spin attack. This is admittedly a bit hard to learn, as it makes the controls feel oddly floaty and restrained at the same time, but it also adds some extra variety to the game. The third mask allows the player to slow down time for a few seconds, with Crash/Coco being the only thing that still moves at normal speed. This power leads to some especially interesting obstacles (and even allows Crash to touch the series’ dreaded Nitro crates without instantly exploding). Finally, the last mask changes gravity, allowing Crash and Coco to flip upside-down and walk on ceilings, for a little Super Mario Galaxy-esque level design.
“Slowing down time to jump across falling platforms of ice is the best kind of stressful.”
Each mask feels like a welcome addition (even if the second mask’s spinning ability feels like the developers ran out of time/space-themed ideas), and they really change up the gameplay in some truly inventive ways. Some might be disappointed at how situational the masks are (as soon as their section is done, the masks are removed automatically), but honestly, with the way the level structure works in Crash Bandicoot, I don’t really think they could have been implemented any other way.
My favorite new addition, however, are the stages that center around different characters. While Crash and Coco are the default playable characters in the main stages, three additional characters become playable in the forms of Crash’s archenemy Dr. Neo Cortex; Dingodile, the half-dingo half-crocodile mutant who served as a boss in Crash Bandicoot Warped, and an alternate universe version of Tawna, Crash’s girlfriend from he first game.
“I admit I’m not a fan of Tawna’s new hairstyle. The whole “bright colored hair spiked to one side” has been done to death in video games.”
Tawna plays closest to Crash and Coco, albeit with an additional “hook shot” weapon that allows her to grab and latch onto things at a distance. Cortex is fittingly the most different, coming equipped with a blaster that can transform enemies into platforms (one blast for a solid platform, two blasts for a bouncy, gelatinous platform, with a third blast reverting the enemy to its standard self, if things need readjusting). Though Cortex lacks the double jump of the bandicoots, he instead has rocket boots that allow him to dash forward in a short burst which, when combined with the enemies-to-platforms mechanic, really gives Cortex’s stages a strong puzzle element. My favorite has to be Dingodile, however. Already the series’ most outrageous character just by being what he is, Dingodile not only attacks with his tail, but also has a vacuum gun that sucks up crates by the dozens, can throw TNT crates at enemies and objects, and gives him a little hover/double jump combo (akin to Dixie Kong in Donkey Kong Country: Tropical Freeze).
There is an unfortunate caveat to these characters’ stages though. While their introductory stages are entirely their own, all of their subsequent levels are only theirs up until a certain point, at which case it switches over to Crash/Coco, turning into one of their prior stages with small tweaks.
You see, during the main stages, you’ll occasionally come across an event that leaves Crash or Coco scratching their head (like an explosion taking out a group of enemies before you can even approach them). The Tawna, Cortex and Dingodile stages present the story from their point of view, and how their actions lead into the aforementioned “head-scratching” moments, which then segue into that previous stage from that moment, with a few changes to crate and enemy placement to mix things up.
While this is a fun twist at first, after a while you begin to really want the other characters to just have levels of their own. It’s a bit disappointing when a Dingodile level really starts to get going, only to abruptly end and switch over to something you already played as Crash. Maybe the game will get some DLC that can expand on the other characters, or perhaps we’ll eventually get a Crash Bandicoot 5 to do just that. But as of now, playing as the side characters in Crash Bandicoot 4 feels like a great new addition that’s only partly realized.
If, by now, you’re curious how all of this comes together – what with the bandicoots, alternate universe characters, evil scientists and dingo-crocodile hybrids – there actually is a story here. In fact, though it may not be a particularly story-heavy game, Crash Bandicoot 4 probably has the most elaborate plot in the series.
Though this is a direct sequel to Crash Bandicoot Warped, Crash Bandicoot 4 is appropriately set twenty-two years after its predecessor (if you’re wondering why none of the characters are older, it’s because it’s Crash Bandicoot – a series largely inspired by Looney Tunes – I don’t think they’re aiming for realism here). Dr. Cortex, along with the evil voodoo spirit Uka-Uka and the time traveling villain Dr. Nefarious Tropy (N. Tropy), have been trapped in a pocket dimension between time and space for all these years. After countless attempts to escape (on Uka-Uka and N. Tropy’s part, they remark that Cortex has done nothing but whine for the entirety of their banishment), Uka-Uka finally manages to tear a hole in space and time. Though the effort costs Uka-Uka all his energy, sending him into a deep slumber (and writing him out of the picture rather unceremoniously, I have to admit). This allows Dr. Cortex and Dr. N. Tropy to escape, with the latter building a space station that can replicate the tear in space and time created by Uka-Uka to reach other dimensions in a plot to conquer the multiverse. Dr. Cortex, being relegated to N. Tropy’s assistant, in turn recruits his own former assistants Dr. N. Brio and Dr. N. Gin to build an army to help out with their plot.
N. Tropy’s tampering with time and space results in the Quantum Masks reappearing, an event which catches the attention of Aku-Aku (Uka-Uka’s benevolent older brother, and something like Crash’s Obi-Wan Kenobi). So Aku-Aku sets Crash out on an adventure to awaken and unite the Quantum Masks in order to put an end to N. Tropy’s plot and bring balance back to the multiverse.
It’s a simple plot, but one that I appreciate for changing up the series’ formula in a few ways, most notably by promoting N. Tropy to the role of primary antagonist. He was always my favorite Crash Bandicoot villain, and I always found it weird how he was introduced in Warped as one third of the main villain trifecta (along with Uka-Uka and the returning Cortex), but then was taken out midway through the game. And then when The Wrath of Cortex reduced his role to a stage obstacle, suffice to say it seemed like the character had missed potential. So it’s pretty cool to see the series continue after all these years and not simply bring back the Crash vs. Cortex formula (though that’s still here too), but effectively redeem N. Tropy and make him a better villain than ever.
Sure, the plot is nothing too fancy, and there’s a couple of elements that could use more fleshing out (particularly when it comes to N. Brio who, given the rebooted nature of the game, was last seen turning over a new leaf in Crash Bandicoot 2. He even addresses Crash and Coco as his friends in this game, but is still working for Cortex, so I don’t know what that’s about). But it’s a fun little story that manages to find a way to hit a reset button on everything post-Warped while also paying tribute to the series’ entire history, even the less savory years.
On the downside, despite the inter dimensional nature of the plot, the actual levels seem more focused on the time travel aspect (a concept which Warped already tackled). There is a Mad Max-style world early on, and then a later world which I won’t spoil also plays off the different dimension theme, but most seem built around different places in different time periods. There’s a pirate world, ancient Japan world, and a dinosaur world. All cool themes, sure, but they don’t really come across as different dimensions. Hell, even the snow world (one of my favorites in the game) is referred to as “The 11th Dimension.” Again, snow and ice are always a great theme, but what’s “11th Dimension” about it?
There is another aspect to the game that sees things continue even after the main plot is resolved which I have mixed feelings about. This “epilogue” section can feel like an alternate idea Toys for Bob had pitched for the story of the game, and ended up tacking it on in addition to the main story anyway just because they still wanted to use it in some capacity. On the other hand, it’s not like this is a serious game where such a story addition would come across as pointless bloat. When your franchise is as innately silly as Crash Bandicoot, you can kind of get away with these things.
I suppose these are all quibbles. I can’t imagine the story and themes are the main reasons someone would play a Crash Bandicoot game. The game succeeds where it really counts, gameplay. Crash Bandicoot 4 really does feel like the true continuation to Crash Bandicoot Warped I had nearly forgotten I’d waited twenty-two years for. It’s the classic Crash Bandicoot gameplay made fresh and new.
If you’re a completionist, Crash Bandicoot 4 also happened to be one of the deepest games I’ve played in that regard in quite some time. If you just want to complete the story, you can do that, but if you really want to get everything out of the game, you’ll stick with it long, long after the story is done.
The time trials from Warped reappear. After completing a stage, you can replay it and grab a clock at the start to begin that stage’s time trial. Breaking certain crates will award you precious seconds of time, and you can earn different relics (sapphire, gold and platinum) depending on how fast you complete a level.
In addition, every stage houses six gems. Three of which, as mentioned earlier, are earned by the amount of Wumpa Fruit you collect. A fourth gem is earned in the series’ traditional way of breaking every single crate in the level, while another is simply found hidden somewhere within the stage. The final gem is the hardest, and requires the player to only die three or less times on a stage to claim it (don’t worry, you can always start a stage over if need be). And yes, the N. Verted versions of the stages have six gems of their own (including the hidden gem in the level being in a different spot than its standard version).
The gems are used to unlock new character skins for Crash and Coco, which are a fun cosmetic change, but admittedly they may not be the strongest incentive for those who aren’t already completionists to replay the stages. And like the N. Verted visual styles, each character skin is locked onto a specific stage (get X amount of that level’s gem to unlock that skin) which can make collecting some of the skins a bit tedious. Unlocking the costumes by using the gems as currency may have been a more desirable way to go.
If this weren’t enough already, some stages even house an item called a Flashback Tape, a floating VHS that you can only collect if you haven’t died up to that point. Each Flashback Tape unlocks its own bonus stage (accessible on the world map), which takes the player back to the days when Cortex was experimenting on Crash. The Flashback levels are particularly tough gauntlets that task the player with breaking every crate, which becomes much trickier than it sounds.
We’re still not done, believe it or not. Because if you’re a really hardcore Crash Bandicoot fan, there’s one last challenge the game has in store: N. Sanely Perfect Relics. As you may have guessed from their name, these are awarded for performing a perfect run on a level, meaning destroying every crate in a stage without dying. In a game that’s already pretty darned difficult, this is quite the steep challenge.
Of course, all these things are only there if you want to tackle them. They give Crash Bandicoot 4 a stronger sense of replay value than I’ve seen in some years. Though one could also argue that maybe Toys 4 Bob went too far down this road, especially seeing as collecting every gem in a stage more or less equates to doing the same thing as the N. Sanely Perfect Relic. The gems and maybe the time trials would have been enough as is.
“The game even includes a polar bear-riding stage a la Crash Bandicoot 2. This makes me so happy.”
This is all on top of an already great platformer filled with variety in gameplay, complemented by catchy music and the series’ oddly-satisfying sound effects. The occasional cheap death due to difficult perspectives, overabundance of side endeavors, and the unrealized potential of the additional playable characters are the game’s bigger drawbacks (because more Dingodile can only ever be a good thing), but they still don’t prevent Crash Bandicoot 4 from being one of the best platformers of recent years.
The N. Sane Trilogy may have brought Crash Bandicoot back. But Crash Bandicoot 4: It’s About Time makes it feel like the series never left.
Crash’s comeback has certainly been the best in gaming I can remember. Now if only something similar could happen to Halo, Final Fantasy, Paper Mario and Sonic… again.
Probably the most hyped video game of the year, Red Dead Redemption 2, was released last week. And after growing old waiting for my PS4 to install the game, I’ve managed to put a good number of hours into it. So here are my thoughts so far.
The good news is, it’s easy to see why people were so excited for the game, given its sheer scope not just in size, but content. It really does feel like you can interact with pretty much everything in one way or another. You can completely ignore the story and just spend time playing poker or robbing passersby on the road. You can make small talk with citizens, take baths, go hunting, and play Dominos (though even in a video game, I still don’t get it). It’s simply fun just goofing off and doing your own thing.
Red Dead Redemption 2 is a very meticulous game, with all of the above activities (and so many others) having their own rules and mechanics. It feels like everything about the game’s world is given an extreme attention to detail. This level of intricacy is felt in the game’s sense of realism. Arthur Morgan – the player character – really feels like he has human limitations that other video game characters don’t have.
Similar to Breath of the Wild, Morgan needs to eat, dress appropriately for the weather, and craft materials in order to survive. Unlike Breath of the Wild, Morgan can’t climb every surface, and struggles against the environment as much as he does fellow outlaws. Your horses also need to be taken care of, and yes, you can even let Morgan grow a beard, and then decide how to shave his facial hair.
“If there’s one thing RDR2 does better than Breath of the Wild, it’s that you can actually pet the dogs!”
On the downside of things, I think this emphasis on realism can sometimes be frustrating. Having to stop and set up camp in the middle of a quest, and then needing to use item after item to keep all your stats in order can grow a little tedious after a while. Breath of the Wild’s similar survival elements were much quicker paced and always enhanced the experience. By comparison, Red Dead Redemption 2’s survival aspects can be involving, but just as often can feel cumbersome, and drag what is already a very long game out even longer.
Another problem I have is shuffling through items. Now, RDR2 is wise enough to have a Secret of Mana-esque item wheel for most of the essentials by holding the L1 button (though going to a menu is still required for many other items). But I kind of wish you had to hit a button to select an item, instead of simply letting go of L1 on a highlighted item, because this often causes me numerous problems when I’m in a firefight.
Although I’m less than twenty percent through the story, I’ve already encountered some notable technical issues. One especially egregious moment saw two bounty hunters randomly spawn in front of me as I was going through a tutorial on crafting while camping, the bounty hunters bumped into me with their horse, which canceled my crafting (and the dialogue that went with it). The bounty hunters then instantly despawned (and later respawned), and I couldn’t get back to my tutorial, so I had to kill myself to get back to the previous checkpoint. I’ve also witnessed a few instances of NPCs’ character models suddenly changing (a man working a hotel lobby inexplicably transformed into a bandaged version of himself and back again in the span of time it took to rent a bath). Granted, with just how massive and detailed the game is, you could say that such technical issues are almost expected. But does that really change the fact that they’re issues?
With all that said, I have had a mostly stellar time with Red Dead Redemption so far despite the flaws. It is a very easy game to get lost in and just have fun acting out the old west. I still have a long way to go before I reach the end of the story, so I guess I’ll have to wait and see how long the game remains engrossing. As it stands, Read Dead Redemption 2 has so far been an addicting, if flawed time.
*Review based on Dark Souls release as Dark Souls Remastered*
Dark Souls is a difficult game. Many enemies and bosses can kill you with one stroke, deadly traps will lead to instant death, and invading players always have it out for you. The challenge of Dark Souls has become the stuff of gaming legend. And yet, that difficulty is hardly the summation of Dark Souls. Rather, the steep challenge is justified by being part of one of the most tightly constructed, immersive and overall satisfying experiences in all of video games. Yes, Dark Souls is difficult, but it’s so much more than that.
Director Hidetaka Miyazaki followed the blueprint of his earlier title Demon’s Souls when crafting this spiritual sequel. Dark Souls transcended its predecessor by delving into deeper gameplay territories. The most prominent of which being its merging with the Metroidvania sub-genre, with each land to be discovered in the game connecting with another, and shortcuts between them to be found once you meet the right requirements.
The world in question is Lordran, one of the great settings in video games. The people of Lordran suffer the curse of being undead. Unlike most fantasy stories, the undead of Dark Souls look like human beings, but they are unable to die, instead losing more and more of their humanity upon death, eventually becoming a ‘Hollow’ (essentially a mindless zombie, and more akin to what is usually labeled as ‘undead’). Players take on the role of the ‘Chosen Undead,’ who escapes from the Undead Asylum and arrives in Lordran, where they begin a pilgrimage that is destined to bring them face to face with Lord Gwyn, an old god responsible for the undead curse.
As is the standard for the series, most story and world elements are intentionally vague, with snippets of character dialogue and flavorful descriptions of items giving insight into the world of Lordran. It proves to be one of the more effective means of video game storytelling, with players able to delve into the narrative should they choose, or simply bask in pure gameplay.
From the get-go, Dark Souls’ gameplay presents a staggering amount of variety: Players can customize their character to be more focused on heavy physical damage, magic attacks, healing, quick strikes, and more. And even when you do decide which direction to take your character, there are still several different routes you can take with each build. Even the core gameplay provides different styles, whether it’s a weapon in one hand and a shield in the other, two weapons, a weapon and a staff, there’s no shortage of options. You can even swap into holding a weapon with both hands at the press of a button.
The depth in gameplay just never lets up. There are new mechanics constantly being introduced, and some which are so subtle you may not realize they were there until late into the journey.
Two of the key mechanics players will need to know are souls and humanity. Souls are acquired from defeating enemies, and work as both experience points to level up your character and currency for buying items, weapons and armor. Humanity is a bit rarer, being an occasional drop from enemies and scattered about the world, as well as rewarded for helping other players fell bosses. When the player dies (and you will die), they become Hollow which – along with making their character look more deathly – prevents you from summoning other players for help. Adding to the game’s challenge, every time you die, you lose your souls and humanity (though you retain unused humanity in your inventory). You have a chance to reclaim your lost earnings if you can return to the spot you died, but if you die again before you make it, you lose everything.
The now-iconic Bonfires serve as checkpoints, but are also where you spend souls to level up, repair and upgrade equipment, and where you can spend a humanity to undo the effects of Hollowing. Resting at bonfires also refills your Estus Flask – your primary source of healing – and you can increase the usage of your Flask at any bonfire you’ve kindled, which also costs a humanity. Suffice to say, discovering a new bonfire after a series of rough patches is a godsend.
The sheer amount of detail that emits from every environment of Lordran is staggering. The level design is among the best of any Metroidvania title, with every destination being perfectly staged with enemy and item placements, not to mention secrets around every corner (a number of which rival Symphony of the Night’s inverted castle in how they change and expand upon the whole experience). Even in its most painfully difficult moments, it’s all too easy to get absorbed in Dark Souls’ structure and depth.
If things get too difficult, you can always call on other players to help you out by finding their summon signs across the land (with players usually leaving them around bonfires and boss doors). You can summon up to two other players to aide you in an area until you rid it of its boss, but you can’t summon players when hollowed. There is a caveat to staying human, however, as whenever you’re not hollow you are susceptible to invasion by enemy players. Of course, if you’re getting stuck on a particular segment, or simply want to help or hinder someone else, you can always leave a summon sign or invade another player for a change of pace.
On its own, the multiplayer of Dark Souls – both cooperative and combative – has rightfully proven influential over the years, as it remains a fun and refreshing change from multiplayer norms. But to add another layer to everything, players can join Covenants throughout their journey, which often have their own benefits and rewards for both friendly and fiendish multiplayer.
I suppose we do have to go back and talk about the notorious difficulty of Dark Souls. While the game can get brutally difficult – to the point of intimidating some players – it’s never unfair. Whether its equipping the proper armor to withstand poisoning or finding the right spot to best hide from a boss’ devastating attack, there are always methods to what seems like madness. More importantly, there is always a sense of strategy, with players able to survive any onslaught if they know when to dodge, block or attack. While a lesser designed game may simply leave you throwing your hands in the air and giving up under such difficulty, Dark Souls is so well designed that it will leave you wanting to push yourself to see things through. Dark Souls may have you feeling like Bill Murray in Groundhog Day, going about the same situation in different ways until you get it right. And when you do get it right, there’s seldom an experience in gaming that even approaches its sense of reward.
Though it was originally released in 2011, Dark Souls’ visuals have held up nicely, with the remastered version making it look all the more at home on current hardware. Better still is its art direction, which should rank among the best of the medium. There’s not a location or creature that doesn’t stick with you. Combine that with the game’s incredible musical score and unparalleled sound work, and Dark Souls is quite the spectacle, and presents perhaps the most absorbing fantasy world in gaming.
There are a few minor issues with Dark Souls, but nothing that truly undermines its overall excellence. Later in the game you gain the ability to warp between specific bonfires, though you may wish you gained the ability a little sooner when you find yourself going back and forth in the earlier half of the game. Then there’s the backstabbing mechanic, which is just far too easy for players to perform on one another. While being invaded by opposing players may be par for the course, it kind of sullies a lot of player-versus-player encounters when everyone is simply trying to pull off a backstab on each other in place of using their full moveset. But again, these are little more than quibbles.
Yes, Dark Souls is a very difficult game, but it’s so much more than that. While most of the video game world became preoccupied with trying to replicate the spectacle of Hollywood once the medium made the jump to 3D, Dark Souls instead feels more akin to what would have happened if the older style of games from the 80s and early 90s had evolved into the present day. Like the best games from those early years, Dark Souls requires its players to gain an intimate knowledge of its every last location and trinket in order to see things through. It combines those older traditions with one idea after another that are entire its own, and continues to build on them throughout its entirety.
Dark Souls is a difficult video game. But it also happens to be one of the very best.
*Review based on Perfect Dark’s Xbox 360 re-release as part of Rare Replay*
In 1997, Rare (then known as Rareware) released Goldeneye 007 on the Nintendo 64. Based on the James Bond film released two years prior, the video game adaptation proved to be the far more influential entity, single-handedly reinventing the first-person shooter genre on home consoles, which remain the most prominent genre of video game on home platforms even today. It was inevitable that Rare would seek to create a sequel, but after losing the James Bond license, the developer had to start from scratch, opting for a spiritual successor to continue Goldeneye 007’s legacy.
The game in question ended up being the 2000 N64 title Perfect Dark, an original IP that combined Goldeneye’s gameplay with a new science fiction setting. The tonal shift allowed for some fun additions to what Goldeneye started (alien weapons!), and though the 360 release and an Xbox One controller make Perfect Dark more playable than Goldeneye by modern standards, it has still felt the effects of aging. While Perfect Dark once felt like an all-time great, it now comes across as a merely decent FPS outing.
The setting for Perfect Dark sees two alien races at war with each other; the Maians, who resemble the typical gray alien archetype, and the Skedar, vicious reptilian creatures who can use holographic technology to disguise as humans. The struggles between these two races have found their way to Earth, with the Maians finding allies in the Carrington Institute, a research and development facility; and the Skedar serving as benefactors to the corrupt dataDyne corporation, who are using Skedar technology and weapons for nefarious means. In the middle of it all is Joanna Dark, an agent for Carrington Institute tasked with uncovering dataDyne’s plots.
It’s actually a pretty entertaining story, and it has a lot of fun with long-standing conspiracy theories and old sci-fi tropes. Joana Dark also had all the makings of an iconic video game character, which sadly never quite came to fruition (largely due to the game’s underwhelming 2005 sequel). Perhaps best of all is that the game itself is still pretty fun…if you’re playing the re-release that was first available for download on the Xbox 360 and became a part of Rare Replay.
The sad truth is that – with the exception of a handful of titles (namely those with “Mario,” “Zelda” and “Banjo” in the titles) – the N64 library hasn’t exactly aged gracefully. There is some reason to that, of course. After 2D gaming had time to develop and evolve, leading to the 16-bit golden age, the N64 was part of gaming’s early 3D years. Things were starting over, and the Nintendo 64 was like Nintendo’s canary in this new mine.
I’d be lying if I said Goldeneye 007 lives up to its reputation when playing today. Yes, it played a hugely influential role in the direction gaming would take from that point on, but it feels bare bones compared to what the FPS genre has provided since, and it feels like an utter slog to control. The same could probably be said about Perfect Dark’s original N64 release, as it followed close to Goldeneye’s rulebook, and there’s only so much developers could do to work with that awkward N64 controller. But while the character models may still look clumpy, Perfect Dark’s re-release allowed Rare to implement some much-needed improvements to the control scheme. It may still feel small by today’s standards, but at least the re-release prevents Perfect Dark from feeling like a relic like Goldeneye.
The second joystick found on contemporary controllers alone improves Perfect Dark’s sense of control greatly. And the additional buttons only add to this improvement, making the overall control scheme much more fluid than it could be on the N64’s controller. Sure, there are still a few dated design choices (like Joanna being able to carry as many weapons as you could find, which makes cycling through them a bit of a chore), but again, it’s great to be able to play Perfect Dark with some lessons learned from the FPSs that showed up in the years after its original release.
Another great addition is the inclusion of online multiplayer, which came courtesy of Perfect Dark’s 360 release. Perfect Dark was one of the Nintendo 64’s better multiplayer titles back in the day, and the online functionality only gives it more replay value.
On the downside of things, some of Perfect Dark’s more dated elements also find their way into multiplayer modes. Back in gaming’s earlier years, being able to find “cheats” was something that was rewarded, and concepts like balance weren’t the issues they are today. That was true even in the N64 years, with Perfect Dark’s weaponry often being a case of just that.
Sure, some of these weapons were cool and novel – such as the Laptop Gun, which could be used by the player or placed on the ground to act as a turret – while others were a bit too overpowered. The primary culprit of this being the Farsight, a Maian sniper rifle that could not only see through walls, but killed opponents in a single hit without fail. Back in the day we all accepted the Farsight as its own reward for finding it. But now that video games have matured a little bit and don’t reward shortcuts quite so prominently, something like the Farsight now feels like a cheap and annoying product of a bygone era.
Perfect Dark certainly won’t wow anyone who didn’t experience it back in its day, and it probably won’t impress those who did if they take off the rose-tinted glasses. But the adjustments made to Perfect Dark’s re-release make it feel far more functional than its archaic predecessor Goldeneye 007. Just make sure you play it on more contemporary hardware. Revisiting Perfect Dark on the Nintendo 64 could prove every bit as disappointing as a revisit to Goldeneye.
*Review based on the Xbox One version of the game*
PlayerUnknown’s BattleGrounds is a rare kind of video game, the kind that – despite a heavy amount of drawbacks – nonetheless delivers the feelings it intends to elicit. When it was released in its early stages throughout 2017, PUBG’s popularity spread like wildfire, with even it’s open-beta becoming more widely played than titles such as Overwatch for a time. PUBG was only “properly” released at the tail-end of 2017. Though this finished product still feels largely unfinished, PUBG ultimately succeeds thanks to the intensity and atmosphere it provides.
The modder known as PlayerUnknown became somewhat infamous for his many mods to existing games, which modified them after the 2000 film Battle Royale, pitting players in an all-out fight to the death amongst each other. BattleGround serves as PlayerUnknown’s means of making his own game out of the concept.
The premise is simple: up to 100 players join a game, parachute onto an island, and scourge that island for weapons and armor in a fight to be the last person standing. Players only have one life, and the placements of weapons and items are randomized in every session, meaning you’re in a constant scramble to find the best gear before your opponents can do the same. Things get more complicated as time goes by, however, as the playable area of the island gradually decreases over time, and those caught outside of the safe zone will take damage and eventually die. Additionally, red zones show up from time to time, forcing any players within them to take shelter or risk being bombed. This means that the longer a game goes, the more the remaining players are forced into tighter scenarios to do battle, no longer relying on the safe hiding places the early game provides.
The ultimate goal is to be the last person standing, which is much easier said than done. However, because of the difficulty of that task, you are awarded points for your overall performance (how long you survive, how many players you kill, how many items you collect). If you can get well equipped and survive to the top 10, all while taking down a few opponents along the way, you’re guaranteed a pretty hefty score. On the downside of things, the points you get are only used to obtain customizable options for your character, which are of course obtained randomly, and more often than not, cost more points than they’re worth.
The core gameplay in mostly well done. Players can choose between first-person or third-person perspectives, each boasting their own advantages and disadvantages in combat. For the most part, the controls are your standard shooter affair. Nothing all that new, but certainly functional with its tried-and-true approach. What really makes PlayerUnknown’s BattleGround work, however, is the sheer intensity of the concept itself.
If you see another player’s parachute landing nearby when you make contact with the island, you know you’re probably going to have to fight them for gear early on. You’ll race to the safe zone once the warning of a decreasing playing field approaches, hoping you don’t run into a more prepared player along the way. You may take solace in finding some stronger weapons and equipment, and choose to hide away for awhile, staring at the entrance to your hiding spot and anxiously wait for a would-be killer to enter so you can (hopefully) get them first. You’ll jump for joy when you see an unmanned vehicle lying around, effectively ensuring you some protection in addition to fast travel; and you’ll quake in fear if you’re walking out in the open, but hear a running engine approaching.
It really is something else to experience. Though this all comes with the caveat of frequent long stretches between finding opponents – leaving some matches feeling uneventful and empty – it also helps build a good deal of tension. You’ll never not be on your toes in anticipation and dread. PlayerUnknown’s BattleGround is a fight for survival, and boy, does it feel like it.
Unfortunately, despite no longer being an open beta, PUBG still suffers from some appalling technical issues. You’ll notice many of the game’s textures will take a good while to load in a game’s early moments, your character’s movements may become jittery from time to time, and you may even find you’re not picking up items when you’re clearly highlighting them and pressing the proper button. At its worst, you may even get booted from a game at a most inopportune time (no small deal with how lengthy matches can get), and should you actually manage to rejoin the game you were kicked from, chances are another player will have killed you in the interim.
With a game this popular, it’s disheartening that so many technical issues persist. Hopefully as the game is updated and development continues, these rough edges can be smoothened out and the experience can become more fluid and polished. But as of now, PlayerUnknown’s BattleGround still feels like it never left the beta.
Still, unfinished though it may seem, PUBG still manages to produce a uniquely intense experience. It turns the multiplayer shooter into a survival-horror sandbox. By dropping players into a massive open-world, leaving them to fend for themselves and kill one another, PlayerUnknown’s BattleGround creates something that’s as engrossing as it is brutal and unforgiving.
Indie video games have come a long way. The late 2000s saw independent developers really start booming, with many a critical darling being released. That trend continues today, though I personally would argue the difference between then and now is that the indie games of today warrant the praise they receive. Abandoning the forced “arthouse” attempts of the late 2000s, indie games have more readily embraced themselves as video games, and have begun to really flourish because of it.
Though 2017 wasn’t quite the highpoint for indie gaming as some other recent years (not every year can boast a Shovel Knight or Undertale), it still provided some stellar indie experiences.
Winner: Cuphead
In all honesty, this award was a toss up between Cuphead and Hollow Knight. But in the case of the latter, I have been unable to finish the game, due to my computer crapping out and slowing down whenever I get to a boss fight, so it looks like I need to wait for a new computer or the Switch version to be released before I can play it to its fullest. So it looks like Cuphead wins by default.
With that said, it doesn’t take anything away from Cuphead’s quality. Sure, Cuphead is far from perfect (some of the bosses feel a little cheap, and the run-n-gun platforming stages are non-entities), but what Cuphead does well, it does very well.
Of course, the hand-drawn, 1930s cartoon visuals are what immediately gets your attention and, my god, are they beautiful. But the gameplay is also fine-tuned and addictive, and as difficult as it can get, Cuphead keeps drawing you back in.
It may not be perfect, but Cuphead is a charmer all its own.
It seems like ever since playing games online through consoles became a thing in the mid-2000s, online gaming has taken priority for many gamers and developers. I suppose it’s not difficult to see why. Being able to test your skills against the world for a few quick rounds or lengthy play sessions makes provides a constantly changing experience.
With online multiplayer reaching new heights in the last few years, picking the most standout example of the genre in 2017 is no easy task. But in the end, I had to pick something.
Winner: PlayerUnknown’s BattleGround
Truth be told, this category was a toss up between PUBG and Splatoon 2. While there’s an easy argument to be made that Splatoon 2 is actually the better game in terms of polish and refinement, I tip the scale to PUBG here for the simple fact that Splatoon 2 – though great – stuck close to the playbook of Splatoon 1. And sure, PlayerUnknown’s BattleGround may not be the most original title, either, but it has become the definitive “battle royal” style of game.
I’m not about to pretend that PUBG isn’t without its problems, as a host of technical issues (ranging from textures taking a notably long time to load and even getting booted from matches far more frequently than you’d hope for a title this prominent), and it’s true that it only left it’s beta phase at the tail-end of 2017 (and it can really feel like it at times), the fact of the matter is PUBG captures a sense of survival and loneliness to an almost poetic level.
PUBG can be hectic and stressful as you scurry across the map looking for weapons and gear for your inevitable showdowns with other players doing the same (all while your available survival space keeps shrinking), and there may even be lengthy stretches where you don’t even see a hint of another player. But few games have you on the edge of your seat quite like it.
Staring at a door as you duck inside of the bathtub of an abandoned house, fingers on your trigger as you wait for a would-be killer to emerge can be truly intense. So much so that you may forget you’re just staring at a door for a while. It’s part action, part survival and part horror, which helps the experience thrive even in the midst of its many blemishes.
Since the early days of gaming, people have always clamored for the visuals. This has proven to have its drawbacks – as is evidenced by the “Bit Wars” of the 1990s, or the “PC master race” crowd – but there is something to be said about a game that’s just pleasing to look at.
Now, that doesn’t mean “realistic graphics = good graphics” (yet another blinded mindset many gamers follow on the subject), there are plenty of games that we once thought looked realistic that now look laughable. But if a game’s visuals can go above and beyond what they set out to do – whether it’s realism or a fanciful art direction – it can help a game standout and (usually in the case of the latter category) help it hold up over time. It should be a surprise what 2017’s best game to look at was.
Winner: Cuphead
I was tempted to simply write “It’s Cuphead lol” and leave it at that, but I suppose I can’t always be the jokester. Some additional description can go a long way.
In all honesty, how much do I really need to say? Just look at any screenshot or (better still) watch some footage of Cuphead, and it’s an utter delight for the eyes. Cuphead sought to replicate the look of 1930s cartoons, and it got the look down pat. The hand-drawn characters and environments are stunning to behold, and watching it all in action showcases a fine attention to detail and visual polish that few games can compete with.
Amidst all of its chaos and mayhem, Cuphead proves to be something beautiful. A testament to the timeless quality of hand-drawn animation, and a reminder that even the most silly and surreal concept can be a work of art.
In recent years, the 3D platformer has been seeing something of a resurgence. This was especially true throughout 2017, which not only saw the release of possibly Mario’s greatest outing in Super Mario Odyssey, but many smaller releases looked to once again legitimize the 3D platformer’s place in the modern gaming world. Yooka-Laylee – a spiritual successor to Banjo-Kazooie – was released by many of Banjo’s creators after a successful Kickstarter campaign in 2015. Though Yooka-Laylee’s reception was mixed, another Kickstarter success was to be released in 2017, A Hat in Time. Like Yooka-Laylee, A Hat in Time sought to be a spiritual successor to early 3D platformers like Super Mario 64, Sunshine and the aforementioned Banjo-Kazooie. Unlike Yooka-Laylee, however, A Hat in Time doesn’t come from industry veterans, but newcomers Gears for Breakfast. A Hat in Time is full of charm and boasts some impressive creativity, though like Yooka-Laylee before it, some technical limitations prevent it from reaching its full potential.
In A Hat in Time, players take control of Hat Kid, a little girl who lives in a spaceship and keeps watch over Time Pieces; magic hourglasses that have the power to alter time. One day, while her ship travels over a somewhat Earth-like planet, a Mafia goon (who’s floating in space, mind you) demands that Hat Kid pay a toll for flying past their planet, and breaks part of the ship, thus 40 Time Pieces get sucked from the ship and fall down to the planet. Thus Hat Kid sets off on an adventure to recover the Time Pieces before anyone can misuse their power.
It’s a silly plot that, appropriately, harkens back to the genre’s heyday, and more or less serves as an excuse as to why a kid with a hat is scouring the world for hourglasses. But it’s a good excuse to provide what is ultimately a fun adventure.
A Hat in Time boasts four proper stages which, as is genre tradition, are progressively unlocked as you gain more Time Pieces. Where A Hat in Time provides something new to the genre is that all four of its stages change up the structure of how Hat Kid collects the Time Pieces.
The first stage, Mafia Town, is the most traditional stage. Playing like a direct homage to Super Mario Sunshine, Mafia Town throws Hat Kid into a seaside town that’s played in traditional 3D Mario-style missions, with each mission ending with the collection of a Time Piece. The second stage, Battle of the Birds, sees Hat Kid siding with one of two bird movie directors. As players choose the stage’s missions to aide one of the directors, they’ll win that director’s favor, thus determining the level’s finale and boss fight. The third stage, Subcon Forest, has players signing contracts with a spectral being called Snatcher to unlock its subsequent missions. Finally, Alpine Skyline works like a Banjo-Kazooie-style sandbox, where players can scour the level for its time pieces without the mission-based format.
The different level gimmicks certainly keep things fresh and interesting, even if some of them don’t quite hit the mark (Battle of the Birds, despite being the most unique stage, features some of the game’s less fleshed-out missions). But for the most part, the creativity at play is commendable. There are even Time Rifts that can be found within the stages and hub world, which place Hat Kid into platforming gauntlets akin to Sunshine’s bonus stages.
Two other fun twists to the genre come in the form of badges and hats. The badges can be purchased from a bizarre salesman by trading in Pons (green orbs that are essentially the equivalent of Mario’s coins). The badges then grant Hat Kid with newfound abilities (some give her new moves with the press of a button, others are passive). Meanwhile, Hat Kid can also find yarn hidden throughout the stages. Once enough yarn has been collected, Hat Kid can make new hats, with each hat having its own special ability (the witch-like Brewing Hat allows Hat Kid to throw an exploding potion, while the Ice Cap allows her to turn into an ice sculpture for a stomping attack which also strangely is used to fast-travel between certain platforms). Both the badges and the hats bring some extra depth to the gameplay and exploration, and bring a fun little Paper Mario element to the equation.
On the downside of things, there are some features in the game that could have used a little extra polish. Though Hat Kid controls well for the most part, a homing dive attack that can be performed in midair feels a bit awkward to pull off, which is especially noticeable when you need to use the attack for platforming segments. Additionally, I encountered more than a few technical issues throughout my playthrough, including Hat Kid getting stuck in some walls and some graphical flubs (like Hat Kid sitting down in midair next to the chair she was supposed to be sitting on). Not to mention that the camera controls can get a little awkward, much like those in the early 3D platformers that inspired A Hat in Time.
Still, when one considers A Hat in Time’s humble origins, such blemishes seem more par for the course, and though they hinder the experience somewhat, the game’s creativity and love for the genre should ultimately win players over. And with Wind Waker-esque visuals and a whimsical musical score, it can be all too easy to be sucked into A Hat in Time’s charms.
A Hat in Time, like Yooka-Laylee before it, is far from perfect. And like its predecessor, it may even feel like its limitations make its vision only partly realized (something that sequels for both games can hopefully fix, if their sales numbers allow it). But its heart is in the right place, and its charm can be infectious. It may be a distant second for the title of “Best Hat-Based 3D Platformer of 2017,” but A Hat in Time is anything but, well, old hat…