394 Reviews liked by Cold_Comfort


I'm the king and queen of puzzle bobble, because I am a member of the Fuecoco Federation of Pokemon Trainers. Join today and become a Puzzle Bobble expert that will leave all of your friends fuming due to your flames of injustice!

We want you!! (to have fun!!) and win BL tournaments!!

Following the Clinton-Lewinsky scandal of 1998, Dallas-based NVision Design emailed their first Macromedia Flash project, Good Willie Hunting to 200 people on April Fools Day of that year. The small 1.4MB file garnered 5,000,000 downloads and 300,000 site visits by October, quickly cementing NVision Design as self-proclaimed proprietors of "aggressive design for the internet and traditional mediums."¹ As an early advergame, Good Willie Hunting was plastered with the creators' creed, website, and contact information, and the company quickly found themselves contracted the likes of AT&T, Miller Brewing Company, Texas Instruments, and Lucent Technologies.² Subsequent releases Good Willie Speaks, Y2K - The Game, and Frogapult kept the clients rolling in and the site views climbing. The December 1999 release of Elf Bowling would be where NVision Design truly exploded in popularity however.

It's critical to know that at this time in the Internet's relative infancy, .exe files (among other filetypes) could not be removed from email strings, hence the popularity of these small programs when they were sent en masse. Their proliferation made them a ripe target for fictitious claims of them being viruses. Around December 8, 1999, email strings and usenet posts on the alt.comp.virus newsgroup stated that Frogapult, Y2K - The Game, and Elf Bowling contained "a delayed virus attached to them that will be activated on Christmas day and will wipe out your system. Let everyone know of this."³ A similar hoax email proffered:
"If you have received Elf Bowling or Frogapult games that have been circulating the Internet, or know anyone who has, they must be deleted before Christmas day. They contain viruses that are set to go off on Christmas day and will delete your hard drive. If you don't believe me, just wait and see. Our IT guy here just tested it on a non-networked PC and everything was wiped out. Make certain that every copy is off of your hard drive or any servers. Please spread the world. These games are very detrimental to your computing life."⁴

This was quickly disproved by Symantec's AntiVirus Research Center, but that didn't stop the name of NVision Design's titles from spreading even further. If anything, the notion of such innocuous games - particularly Elf Bowling - harbouring malicious intent made them a great curiousity, particularly when they were demonstrated to be safe.⁵ It isn't as if the claims were entirely spurious, however, as email-distributed viruses had wreaked havoc previously in cases like 'Melissa,' and NVision's games in particular accessed their servers without express permission from the user (only to upload high scores and perform very basic analytics, but the point remained).⁶ Regardless of its safety, the risk in opening a random program sent to you without your consent that would unknowingly make an outside connection was immense.⁷ As such, when the virus claims turned out to be a hoax, the media looped back around on NVision Design by labelling games like Elf Bowling as potential spyware, a claim which was adamantly fought against by the company as per their official correspondence.⁸ Even today, Elf Bowling is labelled as spyware on TechTarget's site in a definition article updated in July 2021.⁹

Ultimately, Elf Bowling was and is simply a juvenile time waster which exploded in popularity to the point where the mainstream media audaciously claimed by 2001 that it was bigger than Quake or Doom.¹⁰ The gameplay couldn't be simpler and everything about it is so cheesy that it's almost charming. It received an astonishing number of sequels, the majority of which weren't bowling at all. Elf Bowling 2: Elves in Paradise is a shuffleboard game. Elf Bowling 3 is a target shooting game. Super Elf Bowling returned to the series' roots only for Elf Bowling: Bocce Style to once again veer off course. Elf Bowling 6: Air Biscuits bears similarities to Elf Bowling in that elves are to be knocked down, but this time these pin-replacements have another elf thrown at them rather than a bowling ball.

With Elf Bowling 7 1/7: The Last Insult, 'true' bowling gameplay returns, this time with powerups and powerdowns and a method of control that has you spinning your ball as it rolls down the lane, a la HyperEntertainment's HyperBowl Plus! or Skunk Studios' Gutterball 2. And you know what, it ain't half-bad! The items are largely irrelevant since you can either avoid them or counter them with your own powerups, but it plays fine. And when you get a strike the game slows down to comical levels as it shows the elves launching like you're playing BeamNG.drive and want to relish those softbody physics. I'll have to save the remainder of my paltry 43 remaining minutes in the trial version for when I want to play some more of this, which will probably be never.

Recommended by Nightblade as part of [this list]

1. "NStorm Takes Internet By Storm," NStorm, archived October 18, 2000, http://www.nstorm.com/whatis/willie.html. Archived at https://web.archive.org/web/20001018131151/http://www.nstorm.com/whatis/willie.html.
2. Abby Miller, “NVision Makes a Game of Better Marketing,” DMNews, November 7, 2007, https://www.dmnews.com/nvision-makes-a-game-of-better-marketing/.
3. Motoaki Yamamura, "FROGAPULT, ELFBOWL, Y2KGAME Virus Hoax," Symantec AntiVirus Research Center, Symantec, publication date December 8, 1999, archived February 29, 2000, http://symantec.com/avcenter/venc/data/y2kgame.hoax.html; Archived at https://web.archive.org/web/20000229230522/http://symantec.com/avcenter/venc/data/y2kgame.hoax.html; “Frogapault Warning (Hoax?),” Google Groups (Google, December 9, 1999), https://groups.google.com/g/alt.comp.virus/c/CLa9zFjBMEA/m/Lu1RDeqcOGMJ. “Elfbowling Virus,” Google Groups (Google, December 9, 1999), https://groups.google.com/g/alt.comp.virus/c/Rwwlfwu5hPM/m/paYcVzz04GsJ; “Possible Trojan in Elf-Bowling Game,” Google Groups (Google, December 7, 1999), https://groups.google.com/g/alt.comp.virus/c/Qmcqg8Co6ME/m/goVFGgq3Y7kJ; Evan Hansen, “Vectrix.com Acquires Creator of Frogapult,” CNET (CNET, January 3, 2002), https://www.cnet.com/tech/services-and-software/vectrix-com-acquires-creator-of-frogapult/.
4. “Elf Bowling Virus.html,” Scambusters, November 25, 2020, https://scambusters.org/elf-bowling.html, quoted in H. Thomas Milhorn, Cybercrime: How to Avoid Becoming a Victim, (Boca Raton, FL: Universal Publishers, 2007), 284.
5. Fw: FROGAPULT, ELFBOWL, Y2KGAME virus hoax, accessed September 11, 2022, http://www.enron-mail.com/email/bass-e/all_documents/Fw_FROGAPULT_ELFBOWL_Y2KGAME_Virus_Hoax_1.html.
6. Dan Briody, CNN (Cable News Network, March 29, 1999), http://www.cnn.com/TECH/computing/9903/29/melissa.idg/.
7. Ernie Smith, “Elf Bowling Game History: It's Not a Virus. It's Not Spyware.,” Tedium, December 21, 2017, https://tedium.co/2017/12/21/elf-bowling-history/; Heidi Prescott, “Truths: No Santa's Elf Virus, No Free Stuff,” South Bend Tribune, December 13, 1999, sec. Personal Technology, p. 16.
8. Ernie Smith, “Elf Bowling Game History: It's Not a Virus. It's Not Spyware.,” Tedium, December 21, 2017, https://tedium.co/2017/12/21/elf-bowling-history/; “Elf Bowling,” Elf bowling (NVision Design, November 1999), https://www.geocities.ws/Colosseum/Court/7685/elfbowl.html#privacyconcern; David Wilson, “E-Mailed Game Secretly Connects Private PCs to Firm: Bowling Santa Knocks down User's Privacy,” The Ottawa Citizen, December 27, 1999, sec. High Tech Report, p. B5.
9. Ernie Smith, “Elf Bowling Game History: It's Not a Virus. It's Not Spyware.,” Tedium, December 21, 2017, https://tedium.co/2017/12/21/elf-bowling-history/; Alexander S. Gillis, Kate Brush, and Taina Teravainen, “What Is Spyware?,” SearchSecurity (TechTarget, July 13, 2021), https://www.techtarget.com/searchsecurity/definition/spyware.
10. itzaferg, “Elf Bowling Fox News Interviews Elf Bowling Creators,” YouTube (YouTube, August 3, 2014), https://www.youtube.com/watch?v=pD3nBXwPjRg; LGR, "Elf Bowling: "Bigger Than Quake or Doom!,"" YouTube (YouTube, December 5, 2016), https://www.youtube.com/watch?v=28TyIsCwkQo.

not morally egregious per se but rather a depressing culmination of a decade's worth of design trickery and (d)evolving cultural/social tastes and otherwise exists as insipid twitchcore autoplaying bullshit that should come with a contractual agreement binding its devotees to never speak prejudicially about mobile games or musou ever again lest they face legally enforced financial restitution. just play nex machina man. or watch NFL. been a fun season for that. fuck the review man let's talk sports in the comments

The phantom, exterior like fish eggs,
interior like suicide wrist-rags,
I could exercise you, this could be your phys-ed,
cheat on your man homie AGHHH I tried to sneak through the door, man! Can't make it, can't make it, the shit's stuck! Outta my way son! DOOR STUCK! DOOR STUCK! Please! I beg you! We're dead! You're a g-g-genuine dick sucker! boom

If there was any game ever that bamboozled me to the point of craziness it's Slam City. Many attempts were made by me to leave dents into the street ballers in this game to pretty much no avail. Battletoads? Piece of cake. Atlantis no Nazo on Famicom? Potentially maybe? Slam City with Scottie Pippen? Can't fuckin' do it, goddamn impossible.

This is because this is an FMV 1-on-1 basketball game that basically boils down to you having to analyze the live-action footage to the point of instantly recognizing what clip is being played, and responding with the quickness of Barry Allen to do what is required to make it past your opponent's guard or to have a smidgen of a chance to stop their onslaught upon your poor backboard. This is made worse by the incredibly uneven difficulty of your four main opponents you choose via which of the four discs you put into your Sega CD. Fingers and Mad Dog actually almost feel well-suited to what the game is trying to accomplish with it's "tell-based" gameplay as Fingers actually visibly goes to block in directions to tell when to get past him, and Mad Dog is constantly speaking to at least clue you in better. Meanwhile Smash doesn't like talking and barely makes visible tells, and Juice may as well be unbeatable in the standoff due to never leaving her stance and staying as silent as the night.

Your only hopes are turning on the "training" option and looking up the guide on GameFAQs that actually tells you what to do which the training option neglects on, as it only shows "break" on either the left or right side of the screen with little context. On offense it actually helps a bit once you know that you need to actually be on the very left or right sides of the screen to make your way past the opposing player, but on defense it may as well barely exist as you'll still find your opposition sometimes just instantly blowing past you with zero warning like they're Sonic the Hedgehog. You also get zero "respect" (points) while you're on "training", meaning it's actually impossible to play against Scottie Pippen without becoming an undisputed master at playing Where's Waldo with the details in Slam City with Scottie Pippen. At the very least you could potentially just play against Fingers and Mad Dog constantly, but then it exposes how horrifically repetitive it all is.

The term "trial and error" gets thrown around a ton, but Slam City may as well be the epitome of that, because the game is basically unbeatable without any knowledge on it at all, and mandates needing to play it for god knows how long and memorize every possible clip and when exactly to respond accordingly unless you're some kind of omniscient superbeing with the luck and timing of Buddha. Mike Tyson's Punch-Out is a tell-based game, but you can still potentially beat it without knowing where all the star punch opportunities are, and if it took lessons from Slam City then the tells would be shit like noticing when a pixel is slightly off-center from Super Macho Man's sprite just to land one punch on him.

It's a shame too, because after about the seventh time I attempted to beat any of the opponents after finally breaking my own stubbornness and busting a guide open I kinda had some fun with it once I started actually scoring points due to the corny dialogue from people at courtside, and John Baker's music is pretty cool even if it's a step down from his ToeJam & Earl work. I still believe it's the grand poobah of exemplifying why FMV was such a shitty trend during this time, but damn is it still not charming as all hell.

if games like fortnite are increasingly an elaborate digital storefront that incidentally happen to have a game attached, mainstream indie games are increasingly elaborate layers of progression system that incidentally have a game attached.

I have 50 hours in Vampire Survivors. I treat it like time machine. I use it to travel 30 minutes forward in time and feel nothing afterwards.

Goes all out on presentation, like does an absolutely spectacular job there, but it's...not very fun? At least not returning from Darius Gaiden. Powering back up is much easier and more convenient than in Gaiden, but otherwise the latter does just about everything better as far as gameplay goes. Still, this game is insane in every other aspect, and you should definitely play both if you're interested in shmups in any capacity, especially arcade shmups.

I think for every dozen or so J-Cup Bra Size wearing character, every single Loli girl trying its very hardest to look "moe" and every single uniform that has a skirt so short you can basically see the labia of the bitch wearing it, they should add a single male character with the same level of animation and jiggle physics that everyone else has but for their dick, balls and ass.

In a 2009 interview with Tobuscus Gaming, award winning game director Hideo Kojima stated that Metal Gear Solid 3 "The End" boss fight was heavily inspired by the hit PS2 classic: The Sniper 2, which marked his childhood.

" The fact that he can die of old age, symbolizes how I felt waiting for The Sniper 3. I still am. Really. " - says Kojima, while holding back tears. The interview ended shortly after.

CW: Murder, gun violence, child death, sexual violence, cannibalism, suicide, gore, eroticism of gore, knife violence, glorification of tragedy and crime, misogyny.
Updated version
Video version of this review

Preface

First, I would like to make abundantly clear this is a heinous work. On a surface level it is reprehensible. Digging into it makes every aspect of it worse. If it could only be played with a critical eye that would be one thing, but as I will get into this isn't just some curiosity to dissect.

The United States has had 27 school massacres since 1927. 16 of these occurred after Columbine. All but two were carried out with the use of firearms. Since 2000, there have been 388 school shootings in the United States.

Canada has had three school massacres ever (ignoring the genocide perpetrated by the Residential School system). One of these occurred after Columbine. It was carried out with a firearm. Since 2000, there have been 8 school shootings in Canada.

Japan has had one school massacre ever. It occurred on June 8, 2001. Eight children were murdered. All but one were girls. The perpetrator used a kitchen knife. There has never been a school shooting in Japan. There have been two multiple fatality shootings in Japan since 1952.

Potential

I think this is important to bring up because, from a Western and particularly an American perspective, school shootings are a dark reality that happens with shocking yet numbing frequency. The Onion's perennial publishing of their "No Way to Prevent This" article is testament to that. While it would be disingenuous to say school shootings have had no resonance in Japan, it is true that they have not happened there. The distance from tragedy lessens its emotional impact.

This is to say that, in a vacuum, Morimiya Middle School Shooting (MMSS) reads as intensely insensitive but not outright malicious. It is, in a vacuum, akin to Postal or Hatred, mimicking real world tragedy without outright reference to any specific event. An argument could even be made that there is some merit to MMSS in its commentary on the why of school shootings. The unnamed player character walked in on her mother's suicide, her father was an abusive alcoholic who disappeared. Her rage turns outward towards those who do not give her the attention she was missing from her parents. It ultimately manifests as a desire to commit murder after the game's fictionalised Japan reports on regional mass killings.

Like Super Columbine Massacre RPG, MMSS appears then to be a work which asks for a societal introspection alongside our abject horror. By not referencing a specific historical event, MMSS has the potential to make commentary without inflicting direct emotional harm. Its gamification and unnamed player character have the potential to instill a sense of being complicit with the act, as with Brenda Romero's 2009 board game Train. Even its arcade gameplay loop, high scores, and unlocks have the potential to increase engagement for some grand payoff of self-disgust that one would invest so much time into becoming good at murdering teachers and children. A part of me held out hope in my few playthroughs that there would be some message at the end of it all, that this glorification of violence would have a point. Instead, MMSS is closer to JFK: Reloaded. It teaches nothing. It has nothing to say. It exists to shock. It exists to hurt.

Play

On a technical and mechanical level, MMSS is something of a marvel. It is an RPGMaker game with gunplay. There is an undeniable element of strategy to it. Suffice it to say that every aspect of school shootings are on display here. If you have seen coverage of new schools in the United States being built to 'confuse and frustrate' school shooters, you can intuit how the prototypical Japanese school might facilitate mass murder with firearms and explosives. The player needs to slow down to increase their accuracy. I leave it to you to put two and two together. The unlocks amount to different weapons the player can use, as well as cheats. The player needs to manage the loaded ammunition between their weapons so as to not end up reloading while students wielding poles lunge at them to stop their advance. The player has a very strict time limit before the police arrive to arrest them. The player gets the most points for killing female students. None of this is particularly fun, even if it were removed from what it is depicting, but that it has been done on an engine meant for traditional JRPGs is impressive. That it is mechanically more than pointing and shooting is noteworthy. It is just barely engaging enough to warrant a couple playthroughs.

Precedent

Discussion of MMSS necessitates consideration of its creator and their niche. MMSS was developed by エリック aka erikku aka eric806359 aka kata235. They are an ero guro artist. Their depiction and obsession with the macabre is not in line with an H.R. Giger type, however. It comes across as more similar to the work of the Marquis de Sade. Reading through erikku's Twitter feed and scrolling through their Pixiv feels like trawling through The 120 Days of Sodom; it is a display of an amoral libertine.

Some choice textual excerpts from their Twitter (roughly translated):

"Drawing muscles makes me want to eat them."
"A touching coming-of-age story in which a young girl who has just lost her father gets a gun and grows up to be a splendid mass murderer."
"If I'm going to die anyways, I want the human race to perish while I'm still alive."
"I'm not a monster. Even for someone like me, I have human likes and dislikes. ...For example, what I love is 'Decapitation'"

I think you get the idea.

Their Pixiv is similarly naught but ero guro. Ero guro is not some 'release valve' for erikku, it is their sole purpose.

Perusal

Despite this, MMSS contains zero erotic elements. ConeCvltist stated in his review that MMSS probably exists for someone to get their rocks off. I think he is at once right and wrong in this assertion. Without explicit eroticism, MMSS is only a guro work, and thus cannot be said to be primarily for sexual gratification. However, it is also inextricable from its creator's main body of work. His illustrations of MMSS's main character are surrounded by nude women's stomachs being cut open, by school girls being strangled to death, of raw human flesh being consumed next to bare corpses. MMSS is not explicitly sexual, but it is implicitly erotic. The primary demographic is not you or I, but those already familiar with erikku's portfolio. And while not in the game itself, erikku has made numerous animations of the player character shooting school girls, their inflated chests jiggling, their panties digging into their crotches.

MMSS is unable to depict this level of fidelity for gore or lewdness in RPGMaker due to the rapid pace of gameplay. What illustrative art is present shows up in the introduction, endings, and when in the apartment at the start. For erikku's intended audience, however, those depictions don't need to explicitly exist within the game. One's familiarity with those short animation clips, those illustrations allows them to, in part, fill in the gaps during gameplay. In researching erikku and being exposed to the supportive art for MMSS, subsequent playthroughs have been marred by more accurate depictions of the violence and murder rendered in pixel form. Furthermore, I have seen that his illustrations and animation snippets are released in packs with other, non-MMSS related works of an ero guro nature. The mind fills in the gaps, the mind construes all of this as sexual.

Pang

In MMSS, during the news report on recent killings, one scene shows a middle school girl being escorted by police as her victims clutch their stomachs. This murderer committed their acts with a kitchen knife. They primarily targetted girls.

As mentioned at the very start, there has been one school massacre in Japanese history. It involved a kitchen knife. The perpetrator primarily targetted girls.

This is odious enough on its own, this unveiled allusion to the Osaka school massacre as tasteless as anything making light of the mass murder of children. erikku's fanbase will recognise this as a direct reference to his other game, Rouka de Onigokku (Tag in the Hallway). You sprint through hallways and stab students before you can be caught. It operates like an endless runner. The William Tell Overture plays the whole time. While MMSS references tragedy broadly, Rouka de Onigokku references it precisely. In MMSS one can even unlock use of a knife to carry out the game's mass murder in the same manner as Rouka de Onigokku's main character. It is despicable. It gets worse.

Perturbed

There is very scant documentation of MMSS on the English-speaking clearnet. I myself only came across it by chance on Backloggd. What I have found is deplorable.

Following the release of MMSS, erikku started answering fan questions on Twitter. Most of these are in Japanese, but some have been translated by erikku himself.

"Q: [...] how do you deal with negative feedback or criticism regarding the sensitive nature of 'taboo' nature of your art?
A: [...] I try not to care too much about negative feedback and so on :)"

"Q: [...] what do you use for inspiration before making a picture? Do you read about some real life murder cases?
A: I often read about real life murder cases, and watch a movie and TV series about murder. But I don't use anything for inspiration. I just draw what I want to draw."

His tweets continued in their perturbing statements. Above the aforementioned illustration of Rouka de Onigokku's main character, he writes "I was caught by the Thought Police and was temporarily suspended. It was caused by the cannibalism animation, but I think all the zombies are gone now. ...By the way, the situation in the picture is a very, very, very healthy illustration of a student playing a prank with ketchup and being taken care of by the police."

They also started answering questions on peing.net.

"I'm just painting 'imaginary violence against non-existent people.'"

"Murder, abductions, and transportation of body parts over long distances are very hard work, but it's better than repeating the incidents in a nearby area and narrowing the scope of police investigation towards you."

"I think there are various reasons why the culprit in Morimiya didn't commit suicide (including suicide by police). One of the goals is to know the suffering of the victims, including the survivors and bereaved families. It may also be the result of hatred towards the mother who took her own life. No matter how many people you kill, the hatred toward your mother, who took her own life and became a 'suicide statistic' cannot be cleared, but 'I won't die like that!' Is that the result of trying to persevere?"

"I have been drawing pictures of killing people since I was a child, but it was when I was a teenager that I start having interest in killing (anime) girls."

MMSS and Rouka de Onigokku are not just gamified depictions of perturbed minds. They are the machinations of a fucked up pervert. It gets worse.

Perverse

When looking up MMSS, one of the only results is the RPGMaker Fandom wiki. It provides the Google Drive link I got the game from. Far above that download link lies a link to the 'Official Discord,' with the blessing of erikku.

The rules for the 'Morityu Community Server' notably state the following:

"Rule 3. Don't be a weirdo. Keep edgelording to a minimum. If it's TMI, don't post it.
You can love seeing girls suffer all you want, just don't tell everyone, because nobody wants to hear about it.
Don't be that guy who idolizes mass shooters. It's cringe as hell and a sign that you should probably go outside for once."

"Rule 5. Do not talk about planning any mass murders or crimes of any form.
You may talk about previous cases of mass murder, but do not talk about the possibility of yourself or others committing crimes.
Even if you're not going to do it and are just posting it as a "what if", it is punishable by a ban.
This is the one rule you don't want to break."

The server is a cesspool of racism, homophobia, sexism, and generally making light of school shootings as a topic. Users have /k/ommando avatars and names and banners. They share gameplay clips and compete for high scores. They share links to movie clips of school shootings, they share DOOM WADs for school levels. They pontificate about whether or not women get aroused during shootings. They cheer for Russia's invasion of Ukraine, for police murdering black people. They hide behind the thinnest veneer of respecting Discord's ToS.

Searching for MMSS information led me to a danbooru post making light of the Christchurch mosque shootings. The artist's commentary notes the inefficacy of focusing on the victims of mass murder rather than the perpetrators themselves, particularly when those criminals understand how to effectively use the memetic nature of modern media.

It was also on that Fandom wiki I learned that the art room in MMSS has portraits of several school shooters. Real school shooters. If this is not glorification, I don't know what is.

The citation for that art room tidbit took me further still. A forum dedicated to Columbine and other school shootings and crimes. A thread titled Video games about Mass Murder. Users laud MMSS as one of the best games about mass murder. Avatars depict children holding guns threateningly. The Similar topics at the bottom of the thread ask what games school shooters played.

It's then I decided I had had enough.

Perpetuity

I wish there was a conclusion I could make here. Some hopeful message about erikku realising this is fucked beyond belief. That Discord being banned. The host of the Columbine forum shutting down.

There is no conclusion. There is no takeaway. This is revolting. Researching put knots in my gut. Writing evoked constant self-doubt.

I believe there is room for societal introspection on serious, challenging topics through games. But when the act of playing tragedy is not contextualised, is not condemned, then those games will function as just that, games. Tools for amusement, not for learning. Something to strategise about, not think critically about. A pedestal for amorality, not a mirror reflecting it.

Irredeemable.

in some ways a victim to arcade shooter culture at the time, housing a handful of frustrating segments where it feels like the devs just haphazardly threw in a million enemies and said “yeah, that’ll get us a few more quarters.” normally i’m not one to say “just slap some screenclear bombs into it” but this is a case where i feel they could’ve helped the gameflow. spawning in after death in the later levels is like being fed to the crocodiles, some bombs def could’ve assisted in giving the player a way to gain their bearings.
despite this, i’d be lying if i said this ruined the game. normally i wouldn’t be so lenient but goddamn man aesthetically and tonally this shit owns. couldn’t help but get pumped up smiling my ass off when transitioning into the black spacey abyss of stage 2 as the stage’s title ‘CRY FOR THE MOON’ slides into view and the most unhinged otherworldly tune fades into the scene. the highs really do outway the lows in this one, frequently thinking “this is so raw” in my head, specifically when you get your super mega laser™ charged all the way up and shoot that shit out to blast everything on screen to pieces. my only gripe with it though is that it’s your only method of attack outside of regular shooting and it gets completely depleted when you die. at least it led to greater things (dariusburst uses a similar gimmick to a more convenient affect).
the profundity of the imagery and mechanical creativity in each stage is truly a sight to behold, heavily entice anyone who’s even just a bit into shmups to try the game out simply for this aspect alone. at least listen to the soundtrack if you don’t plan on playing it. from a gameplay standpoint i don’t think i’ll ever be revisiting metal black anytime soon, but sometimes style over substance can work in this genre. have to respect this on behalf of it being made in a few months with a dev team of only a handful of people.

"Monster Ass!" ~ Low Effort Review

The dying years of my favorite system weren't exactly glorious ones. The Sega Saturn and N64 got to die somewhat respectable deaths, meanwhile the PS1's reward for triumphing in it's generation was to effectively become a zombie system that low-effort localizers used to cheaply bring over games to pull double duty in attempting to swindle less-fortunate PS1 owners without a PS2, or PS2 owners themselves with cheap games to play on their backwards compatible system.

Monster Bass is one of those games. Effectively being a Sega Bass Fishing-like, but enticing the player with an ultra-schlock Resident Evil-type plot of the bass being some kind of bio-engineered superweapon of sorts I guess. The trouble with this potential stealth slapper is that pretty much everything pertaining to gameplay is troubling. The frame rate runs somewhere between "Star Fox SNES" to "currently being lapped by a Powerpoint Presentation", and the game decides to leave you in the dark as to which direction to fight the fish since the prompts in Training aren't used in Story Mode, which in itself isn't helpful since Training doesn't simulate the frame rate tanking or the camera whipping all over the place with the fish often not even being on-screen. In the meantime you get to enjoy the ultra-stock "horror" music, and the incredibly annoying tension gauge beeping into your ear before your line breaks for the seventh time. If it was one of twelve PS1 games I had as a kid I might've had the patience to adapt to the crap factor, but I'm a very busy person who has a lot of Atari Jaguar games to play and an evergrowing backlog of more interesting garbage to get to.

The ultimate lesson here I believe is that you can make a fun and entertaining bass fishing game without the wannabe horror rubbish, just make it fun and easy to pick up, and make sure it has a funny announcer that sometimes vaguely sounds like Terry Bogard.