A much more competent attempt at an adventure game from the same developers of The Mystery of the Druids. Writing has improved considerably since Druids and you get a nice sci-fi conspiracy setting whose themes have aged quite well, plus the progression and puzzles mostly make sense this time around. The soundtrack is kinda disappointing though, its mostly ambient tracks and very few are memorable imo.
My main problem with the game is that it takes a while to get going, the first few days are mostly boring tasks, but the second part of the game makes up for it with some really memorable places/sequences.
At first I wasn't totally sold on it, I disliked the fairly generic anime boy instead of the usual whimsical/weird protagonist that most of these platformer games have, the controls seemed unnecessarily weird and the ape catching didn't seem that interesting in the first levels. But the level design keeps getting progressively better: the apes start to use more tactics and are incorporated into the levels in really unique ways, add to that some really creative level themes, the gadget mechanics, and one of the best soundtracks of the ps1 and you get an extremely memorable experience.
It's worse than 2, which was worse than 1 imo. The combat is good, maybe the best in the series, but everything else feels half baked. Maybe it needed more development time, or maybe it was the switch limitations when working with unreal, either way it lacks several features past games had, like proper stages, different katanas, full clothes customization, etc. Open world returns and is bigger than ever, but there aren't that many side jobs and most areas are inaccessible, plus there are invisible walls everywhere. Side shops with iconic npcs like the gym are all gone.
Story is fun, but very shallow, all the cool stuff from TSA's visual novel sections is thrown away, sadly. Side characters barely get any attention at all. At times it feels like its hinting at things, but ends up going nowhere. Even compared to past games its too wacky for the sake of being wacky. And yet, it still entertains a lot.
In terms of production value, it is extremely good- everything, from the enemy design, to music, skills and environments has a lot of care. The pre-rendered graphics give it a visual identity that not even the new games can match. The amount of ways to build the characters are great, but the absurd amount of inventory management takes you away both from the action and the ambience, as you keep teleporting to sell junk and upgrade. Its also extremely annoying that you can only reset skills a single time, so you can't try different builds, thus the game ends up getting repetitive by the third act as you can only do the same strategy for everything. Even though relatively short, I had to force myself to complete the expansion.
And the variety of locations as opposed to a single dungeon are cool I guess, but I miss the sense of progression and more focused design Diablo 1 had. Since the enemies respawn every time you load a save and most quests are extremely straightforward I had no desire to explore whatsoever. And for all the time you spend returning to villages, they all feel very superficial too.
Still, if you want to feel like a powerful necromancer and send an army of skeletons kill everything there is probably no better game.
First of all, I could never get into the n64 original because the control scheme is way too confusing, for example in the n64 version, you jump with a certain button and after you carry the ball you jump with a different one- here they are the same buttons, also the controls aren't inverted when you ride the ball. Just the control changes already make the game much more accessible for me, even if other aspects like the performance are worse due to ps1 specs.
As for the game itself, its surprisingly fun and creative, the idea is already very unique, but there are a lot of unique obstacles and gimmicks for each world to keep the game interesting. Sadly there are problems with camera and collision like most early 3d platformers that take away some of the enjoyment, but overall I had a good time with ps1 Glover.
It starts really well, principally compared to the first game, but becomes very tedious in the later half as it loves to throw at you its enemies with multiple health bars. The stages are also less inspired in the second half, where they practically repeat the same themes as the first game. Also not a big fan of how slow the movement is compared to arcade beat 'em ups.
A game carried solely by its aesthetics and good music. The platforming and mechanics are very simple and that's not necessarily a bad thing for me, but unlike something like Crash Bandicoot, the level design isn't interesting or varied enough, so the game ends up feeling repetitive after just a few levels. Still worth playing once if you are going through Saturn's library though, the game is pretty short anyway.
Not as good or memorable as Full Tilt! 1. I don't know, the tables just don't flow too well and the themes try too hard to be wacky and end up being annoying. Feels like this release was just a rushed attempt to milk the success of the famous space cadet pinball. The 4:3 camera also made everything worse imo.
Finished the main campaign and three expansion campaigns. The main campaign is really good, it improves pretty much everything on the first game, all the maps are fun and don't overextend themselves too much. Story is nothing to write about, but it works and gives you interesting opportunities, like betraying the side you have chosen earlier.
The expansion content is hit or miss, the maps feel a lot longer(and tedious) and way more chaotic, password mechanics are very buggy and you may get unlucky and have the enemy AI break the whole map by getting teleport at the start of the game, bypassing all doors. I was going to play all of the expansion campaigns but honestly it became too time consuming and tedious, but I admit there are interesting ideas thrown in there and some really (good) challenging maps. I may return and do the final one later.
An adventure horror game with 1st person dungeon crawler perspective in which your character is stalked by a single monster during the whole game- if it hits you, either your partner die, or, if you are alone, its game over. This terrifying mechanic makes me glad the monster AI isn't very good, because things already get tense as it is.
The story is not devoid of the usual cliches of horror genre, but its decently written, with plenty of interesting events/encounters and a really cool artstyle full of unique characters.
It's not as bad as some people make it look, but I wouldn't call it great either. Often the levels are too big and confusing and you may waste a lot of time just figuring out what to do and then the things you are meant to do aren't always fun. But when it is fun, its pretty damn good, the humor and characters are great, there are many fun mini-games and places to explore and I'd say p much everything after Grunty Industries is solid.
Also unlike many other sequels at the time, it doesn't feel rushed, the content, good or bad, is unique for each world, so props for that too.
It's beatmania, but with a pedal. Except when you actually play it you discover only like 3 songs use the pedal. But to give it credit, the songlist is pretty good, complete with unique visuals for every new song. Guest artists include Moon: Remix RPG musicians Thelonious Monkeys and FinalOffset.
A lot of people know Space Cadet, the classic pinball that comes with windows 95/XP. What they don't know is that Maxis developed a full version along with 2 other tables. Although I am not a big fan of Skulduggery, I'd say Dragon's Keep is just as good as Space Cadet and while their animations may have aged a bit, these tables still are some of the most fun digital pinball experiences. Also the version of Space Cadet included in this game is slightly upgraded, supporting higher resolutions. Check out Federico Dossena's guide if you are having trouble playing this on windows 10.
Easily one of the most fun puzzle oriented point and click games I've played. It keeps the main concept- exploring those cool looking 90s pre-rendered environments looking for several artifacts, but improves pretty much everything from the first game. The city of Cyclone is extremely creative and interesting to explore, filled with secrets, but much more intuitive to navigate once you learn it. The puzzles are challenging, but mostly doable, with a single brutal exception. Also you no longer have to write down a thousand of things as the game has a very useful "flashback" feature.
Another great QoL is a map with quick travel, extremely useful in a game with huge amounts of backtracking like this one. Finally art and story direction is also much more consistent this time around. Its still campy, but executed much better and with plenty of good ideas along the way, like the weird music clips with clues and the uncanny themed shops.