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Paranoid_bruno reviewed Ben 10: Protector of Earth
Before we begin the review, it is important to clarify that I do not intend to severely criticize the game. There are many elements in this work that I respect, but there are also flaws that we might not have noticed at the time.

Released in October 2007, the game is about to turn 17 years old in 2024, but we will consider it 16 years old at the time of this review. The story is independent of the main series, being original and focused on the premise that:

"Vilgax steals DNAs stored in the Omnitrix, converting them into energy crystals. Now, we need to traverse the United States to unlock new aliens and unique abilities while facing various villains from the show. Additionally, Vilgax plans to launch Earth into the Null Void."

Though simple, the story provides a solid foundation for new levels and bosses.

The graphics are impressive, especially due to the use of cell-shading with grainy textures, giving the game a unique visual identity. Interestingly, the game seems even more beautiful now than when I used to play it, possibly due to the varied and detailed environments of each level.

The gameplay centers around transforming through the environments, combat, evolving aliens, unlocking new aliens, and collecting sumo cards. Playable characters include Ben, Four Arms, Heatblast, XLR8, Cannonbolt, and Wildvine. However, the latter seems to have been added just to complete the roster without much prominence.

Each alien has a specific utility outside of combat, but in combat, their mechanics are quite similar. Four Arms carries heavy objects, Heatblast absorbs fire, XLR8 is used to pass through time-limited areas, Cannonbolt rolls on ramps, and Wildvine swings on specific spots with a sound reminiscent of Spider-Man.

"Ben 10: Protector of Earth" is a typical "Beat 'Em Up" game with relatively simple combat. This does not mean the game is bad, just that its combat mechanics are straightforward and can become repetitive over time. In my experience, Four Arms, Heatblast, and Cannonbolt were the most effective for progressing through the levels.

Outside of combat, exploring the environments is enjoyable, using the five aliens in a balanced manner and involving puzzles that require the combination of two aliens' abilities. This ensures that no character is underutilized.

The levels follow a simple formula of alternating between platforms and combat, which I do not see as a problem, but the excessive number of levels makes the game unnecessarily long and tiring. An ideal duration would be around 3 hours instead of the current 4 hours.

After unlocking the fifth alien, there is not much new content to motivate further progress, except for the curiosity to finish the game. Although the Master Control and reduced energy consumption for special attacks are unlocked later, this does not sustain the extra hours of gameplay.

The bosses are varied, and some are gigantic, including QTEs (quick time events), which add dynamism and fun to the campaign, requiring the use of all the aliens' abilities.

The multiplayer mode does not significantly change the experience, depending more on who you are playing with. However, the fixed camera can present problems, requiring the second player to disconnect to adjust it.

In conclusion, is it worth playing "Ben 10: Protector of Earth" today? That depends on you. This type of game requires patience to advance, and if you lack this disposition, it may not be the best choice. Despite the "era of immediacy," it is important to appreciate the moments offered, even if they take time to become ingrained.

The biggest flaw of the game is the lack of content after the first half of the campaign. The absence of new aliens and unnecessary extension significantly affect the overall experience, making the game lose the appeal it had in the past. Games need a constant point of interest to keep the player motivated, and not even the final confrontation with Vilgax is enough to fulfill this need.

Something that always frustrated me is the presence of enemies that look like Wildmutt, Diamondhead, Stinkfly, Mummy, Blitzwolfer, and BenVictor, but without the possibility of playing as them. It is disappointing to see these models as enemies but not as playable characters, bringing my childhood frustration to the surface.

2 days ago


Paranoid_bruno reviewed Anomaly Agent
Agent 70 was on the brink of being promoted to a cushy bureaucratic position at TDAY, the agency dedicated to investigating all sorts of anomalies. But it turns out that getting caught in a time loop is easier than landing a raise. While he doesn't fully grasp the situation, at least he can rely on his precise and stylish combat skills. This is the setup for Anomaly Agent.

Set against a backdrop of a cyberpunk spy narrative sprinkled with paradoxes and time travel, all to the tune of a stirring synthwave soundtrack, Agent 70 must investigate emerging anomalies and combat some clones. In a city like this, such occurrences aren't out of the ordinary. What should have been a routine mission escalates into something much more complex. After receiving cryptic warnings that his actions will break time, Agent 70 inevitably does just that. But with time travel involved, perhaps time was already a bit broken, and he merely gave it a nudge.

Anomaly Agent's story unfolds through succinct dialogues and quick jokes, paired with charming yet minimally expressive art, as most characters have barely any facial features. Despite this, it's remarkable how within just a few hours, the city, the organization TDAY, and its characters display so much personality and distinct motives. These motives often clash, and through many time loops, we witness the simple yet effective dynamics between the characters develop. Each character is desperate to save time and escape the loop in their own way. The story is thoroughly enjoyable, even though it's not the central focus of Anomaly Agent.

The gameplay is intriguing: a sidescrolling action game reminiscent of beat 'em ups like Streets of Rage or character action games like Bayonetta, but without the extra dimensions. Initially, it’s straightforward. You have your basic attacks that chain into combos, a roll to dodge enemy attacks, and a briefcase that blocks most strikes. One clever mechanic is that you can dodge mid-combo and then continue it. This might seem minor, but it becomes crucial later as you unlock a business card projectile, rechargeable special powers using your briefcase, new special attacks for extended combos, and the ability to pick up enemy weapons for powerful finishers. Anomaly Agent constantly provides new tools, ensuring you always have a new tactic to explore. The number of strategies to win a fight multiplies with each new ability. Those dodge-then-continue-combos become increasingly essential as you face stronger and more numerous enemies. In a game like this, winning with style is more satisfying than just winning, though I don’t always manage that gracefully.

The combat is fast and responsive, quickly demanding a lot from your fingers as you try to use briefcases, business cards, and fists effectively. There’s always a thrill when you clear a room with the finesse of an anime protagonist. Despite the need for quick reflexes, it's not a punishing game, thanks to generously placed checkpoints. These checkpoints are a lifesaver, making the game more forgiving than expected. These smart design choices make Anomaly Agent a satisfying game despite its apparent simplicity. This also reflects in the level design, which is essentially a series of rooms with a few elements, but the permutations of challenges and constant new features create a direct, challenging, and fun rhythm throughout the game. It often feels like playing a classic 16-bit era game, with its simple yet always clever design. Even though I finished the game in 2 to 3 hours, I’m eager to play again, especially with the new game plus mode, because I feel my Agent 70 only reached 50% of his potential. If I improve, he can be even more stylish.

I highly recommend Anomaly Agent, a small game about an agent stuck in a time loop, featuring a charming story, fantastic combat, and excellent design that transforms button-pressing and animated pixels into an immensely satisfying experience.

3 days ago


Paranoid_bruno reviewed Blazing Chrome
Lately, I've been diving into retro-style games, the kind you just turn on, play, beat, and you're done—much like the classic NES and SNES games. These are perfect for a casual afternoon of gaming. In my search, I found a treasure trove of PS2 games and many indie titles. Among the indies, JoyMaster studio’s games caught my eye.

What stands out about JoyMaster's games is their direct parody of old franchises, many of which no longer exist. For instance, Oniken, inspired by old games like Ninja Gaiden with visuals reminiscent of Berserk. Odallus, on the other hand, evokes the older Castlevania series with its exploration aspects and somewhat clunky controls. But the game that grabbed my attention the most is their latest release, Blazing Chrome, a tribute to Contra, which thrilled me because I love Contra and similar games like Gunstar Heroes and Alien Soldier.

Blazing Chrome is essentially a 2D run-and-gun shooter, reminiscent of classic games like Contra (especially Contra Hard Corps), Alien Soldier, Metal Slug, Alien Storm, and even a bit of Forgotten Worlds. It's a retro game through and through, with beautiful pixel art cutscenes that resemble old anime. The story is straightforward: after an apocalypse, you fight the bad guys. The focus here is clearly on gameplay rather than a complex narrative.

The gameplay is frenetic, typical for this genre. You hold down the shoot button and try to survive the bullet hell. The animations are stunningly detailed, with effects like explosions and particle animations that are just delightful. The graphics evoke the Mega Drive, SNES, or even Game Boy Advance, aiming to replicate the arcade experience faithfully.

The music is fantastic, with a real 16-bit era vibe, though it was hard to appreciate fully with all the shooting and explosions and my friend and I laughing and shouting throughout the game. This actually added to the charm, bringing back the nostalgic feeling of playing co-op on the couch.

Playing in co-op was a blast. We discovered new weapons and power-ups together and felt like champions after each boss fight. I found the game relatively easy, partly because we played on normal mode with 5 lives and infinite continues. The generous checkpoints meant we could keep trying until we figured out a strategy, reminiscent of the Metal Slug console games where you die repeatedly but eventually succeed.

I wanted to try the hardcore mode, but you need to beat the campaign on normal first. While normal mode wasn't too hard, some moments were frustrating. However, thanks to the numerous checkpoints, we managed to beat it without too much trouble. Easier difficulty isn't always bad as it makes the game more accessible, but the gap between normal and hardcore modes felt too wide.

The game excels in design, with bosses that telegraph their attacks, allowing you to predict their moves. This extends to level design, where traps are introduced in a safe way before becoming challenging, teaching you mechanics without explicit tutorials.

However, the vehicle stages and special stages were a bit too fast, causing discomfort. The backgrounds moved so smoothly that our vision got messed up, making it hard to focus. A slower background could solve this while maintaining the fast-paced feel. The jetpack stage had a stunning 2D-3D effect that strained our eyes less but was still a relief when it ended. Slowing the background here would help without losing the visual impact.

Despite this, the game is nearly perfect. The main issue was the vehicle stages, and the difficulty options could be better balanced. Normal mode was too easy, and hardcore too challenging. Fewer checkpoints in normal mode would have made it more satisfying.

Overall, Blazing Chrome is an excellent game, a rare linear indie title that's not a Metroidvania. It's fast-paced, visually stunning, and I highly recommend it to anyone who enjoys run-and-gun shooters.

3 days ago


Paranoid_bruno reviewed The Messenger
At first glance, The Messenger leaves two powerful first impressions. The initial cutscene immediately evokes nostalgia for the NES classic, “Ninja Gaiden,” through its sounds, theme, and character design. The second impression reinforces this sentiment, presenting the game as a heartfelt and impressive tribute to Ninja Gaiden.

What truly makes The Messenger addictive? The controls. They are exceptional, allowing for phenomenal gameplay. The game masterfully reimagines the elements that made Ninja Gaiden great, integrating modern features for a smooth and enjoyable experience. Every action, from simple jumps to complex attack sequences, is executed seamlessly.

The game’s standout ability is present from the start: the Messenger can jump, attack, and jump again. This mechanic replaces the traditional double jump, allowing players to jump repeatedly as long as they hit something mid-air, whether it’s an enemy or part of the scenery. Many collectibles and secrets are hidden in areas that require precise use of this ability.

Now, let’s dive into the story. The game begins with the protagonist’s village being attacked by the “Demon King” and his army. Just when all seems lost, the “Hero of the East” arrives, easily defeating the invaders. He hands the protagonist a scroll, instructing him to deliver it to the top of the tallest mountain without explaining why, thus transforming the protagonist into the Messenger.

The game starts as a straightforward platformer, with the Messenger fighting bugs and collecting items. When he encounters a wall too high to jump over, he enters a Transdimensional Gate that leads to a “shop” run by the best character in the game, the “Shopkeeper.” This area feels more like a bazaar. After some banter, the Shopkeeper gives the Messenger “Climbing Claws,” similar to the wall-hanging claws in Ninja Gaiden.

The protagonist, whom I’ll call “Bill,” continues his journey with the claws, making the game quite linear. He travels to new areas, converses with the Shopkeeper, defeats area bosses, and occasionally receives new items to keep the gameplay engaging. The levels are long but interesting and intense. The difficulty increases steadily but never reaches the frustrating levels of the Ninja Gaiden series.

Initially, the stages are linear in true Ninja Gaiden style: move right, defeat enemies, and face a boss. The pacing of these events is excellent.

When you die, a small demon saves you but exacts a price, taking you back to the last checkpoint and then following you, stealing your money until you “pay off the debt” or he gets bored and leaves.

Returning to the story, Bill reaches the “Snowy Summit,” signaling the nearing end of the game. The Shopkeeper makes a meta-comment about this, which was a surprising moment for me.

At the mountaintop, Bill encounters the Shopkeeper and his companions, who summon a time tower for his final test. Inside the tower, Bill faces challenging obstacles and eventually fights a megazord-like boss. After defeating it, the game takes an unexpected turn. After several hours of gameplay, the visuals and music upgrade to 16-bit quality, significantly enhancing the game's beauty.

This graphical change does not alter the gameplay, which remains smooth and enjoyable. However, the game’s major twist is its transition from a linear platformer to a Metroidvania. This ambitious shift changes the game’s structure, requiring players to revisit previous stages to find new items.

Unlike Evoland, which also transitions between gaming generations but lacks personality, The Messenger incorporates this change seamlessly into its story. The time portals, allowing Bill to switch between 8-bit and 16-bit worlds, add a fresh mechanic that affects the game's paths and challenges.

However, finding musical notes to progress can be tedious. Only a few fast travel points are available, forcing players to traverse large maps on foot. This detracts from the exploration aspect of Metroidvanias and emphasizes the hunt for collectibles, making the experience less enjoyable.

Despite these flaws, The Messenger is incredibly fun and surprisingly long for an indie game. It offers a respectful parody of Ninja Gaiden while introducing new elements. The game's humor, especially in interactions with the Shopkeeper, adds a unique charm. Though not perfect, The Messenger’s ambition and love for the genre shine through, making it a worthwhile experience.

3 days ago


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