The video game industry is known for having iterative sequels. All though story elements or visuals may change, developers often times stick with a formula that works, if the prior game had such a thing. But some of the most interesting sequels are those that don't play it safe, reinventing what was successful for the last title. This move can be just as revolutionary as it is daunting.

Bayonetta 2 doesn't at first feel like a reinvented sequel, because on it's surface the game shares many similarities to it's predecessor. And in many ways I feel as if it surpasses said title through the aforementioned tactic of iterating on what the original title set out to do.

Graphically, the Wii U's demon slaying blockbuster pops much more than the first game. Despite the increase in hardware power being minimal at best, the visuals feel more vibrant than ever thanks to a more fitting shift in art direction and color scheme. Bayonetta 2's world may look very similar, but their seems to be small elements of expressivity and character emanating from many simply serviceable components of the last game. Along with areas illustrated in more than just 50 shades of grey (exaggeration), this game feels more in line with the energetic charm the series is known for in my opinion.

The first game's story was somewhat cliché at first, but evolved into a multi faceted and century spanning, world shattering epic. With such large shoes to fill, Bayonetta 2 doesn't completely fumble the ball here. Sadly things aren't as cohesive as the first game but you are given more than enough world building to satiate fans of the first title. Without the over used amnesia plot device from the original game, new players just aren't given the same easy introduction to this expansive world like before. We still are given more than enough over the top chaos, plot twists and fun new characters, I just don't think it's as digestible as Bayo 1's story. A final element I'd like to add is how crazy the "final act" of the title is and how well it sets up what's to come. Following up such a narratively huge title was bound to be messy, but thankfully 2's story does more than enough to service players and future entries in this seminal hack and slash franchise.

The core movement based, acrobatic action is still here all be it with a few major changes. Additions and subtractions that begin to separate this game "handling" wise from the first by a decent margin. New moves and weapons make there debut here, with combative tools designed for sending your combo counter to the moon. Where it can play among the stars. I'm not sorry, that was sorta clever. In my opinion however, the problem lies in the ease ability of racking up said combos. Part of it I believe is the changes made to how stun locking works, but the crazy range/weave transitions most weapons offer also doesn't help. To some, such changes may appear to accent a weapon's move set. But in my opinion, I found it far too easy to rely on such gameplay accentuations as a crutch. Allowing myself to fly through the title without evolving my playstyle in order to fit the particular combat challenge. The first title may have been unforgiving at times, especially for new players but that made the taste of victory all the sweater. Couple this with the new Umbran Climax and you have a combat system that allows players to finish the game without seeing what this virtual combat sandbox truly has to offer.

After you've seen what both titles can be, it's hard to not feel unsatisfied by being able to easily exploit the combat loop. If the game was meant to be played only using two weapons and mashing the same few moves out over and over, the title wouldn't be filled with so many other engaging options. And that's the thing, they are engaging and quite fun to use. But I personally see a majority of interactive experiences as more fulfilling when I'm forced to learn, required to overcome. If such elements we're intentional, I'd say it deflates what the original title did and diminishes what I believed to be the entire point of the series. To kick angelic ass in an over the top, sexy fashion while a remixed Sinatra melody is blasting in the background. To grow with the game, unlocking moves as you go and learning how to demolish an entire plane of existence's denizens like a complete bad ass. But how am I supposed to feel like one if I'm not required to change the strategy I started with 5 minutes in?

That's not to say the entire combat system is shit however. Most of the other elements that worked in the original are still here and better than ever. With the game later facing you off against demons as well, the title feels even more versatile in it's combatants than Bayonetta 1. Couple this with the new enemy weapons, player weapons, items, and even a chain chomp, the game's core action is just as bombastic and frenetic as ever.

Even small elements we're seemingly improved upon and show Team Angel heard the last game's criticisms. QTE's are easier to do without going away completely, moments of instant deaths that first time players may experience in Bayo 1 are almost entirely gone here, and the special stages of sorts are arguably more refined and enjoyable this time around.

With a secondary arena mode and so much more to unlock, I'm definitely going to always come back to this one. You'll get your money's worth for sure and likely have a great time. But unless the higher difficulties somehow eliminate the optionally repetitive combat loop, I'll likely always slightly prefer it's greyer, less flashy predecessor.

A short but oddly captivating horror experience; Milk inside a bag of milk inside a bag of milk sadly doesn't offer much beyond its surface. That is in terms of the game itself. With how short and extremely simple it all is, you just aren't going to be able to get a whole lot from the experience beyond a 30-minute taste of the macabre. An almost David Lynch inspired visual novel title that offers almost no interaction. What it doesn't offer in gameplay, however, it does deliver in regard to a surrealist look inside the mind of a deeply disturbed girl. A mind you're thrown into fully in the sequel. With that being said, you can do a lot worse than the change it costs to experience this one. Just be sure and use "Inside a Bag of Milk" as a trial for the madness that is "Outside a Bag of Milk", instead of expecting a legitimate literature like experience.

Gun Nac has climbed the leaderboards and has become my favorite Sh'mup. I only have played a scattering of them all mostly this year, its a genre I've barely touched.

Like Twinbee it has the satisfying mechanic of shooting certain items on screen to turn them into powerups which is fun. Tons of weapons and bombs to choose from, the choice of which is given by timing the roulette of corresponding numbers. Fly into them before they leave the screen, all while maneuvering between a sea of bullets.

Not too many though, the game has a pretty fair difficulty curve with just enough going on, never overwhelming. A shop is available between every level so you can stock up on any weapon or bomb type you want or even upgrade a weapon of your choosing to a higher level. Not all of the upgrades or weapons themselves even are made equal, but they do fit different playstyles. The variety is much appreciated even if frustration is sometimes caused by spending your quite limited cash on an upgrade you don't end up liking. Without a manual trial and error is required. The silver lining to this still meaningful flaw is that this does require a kind of experimentation that leads to you becoming a better player. Learning the kinds of gameplay styles are on offer and what enemies/stages are easier to blast with.

The wacky presentation is super charming while still being consistently "Gun Nac" in an iconic and memorable way. The music does get repetitive, however while it lasts you'll be jamming to some quite fitting tunes. The game is very childishly Japanese in a very comforting, retro way. Like the inverse of the "americana" look you get in a game like Chip's Challenge. Check out that review for more on that: https://www.backloggd.com/u/altron60/review/630327/

The title is certainly basic when compared to today's standard and a level select would certainly be nice. For that and a better way to curve the mildly frustrating difficulty towards the latter half of the game, emulating the title is pretty helpful. Even without save states however the final difficulty bump is only a bit of an annoyance thanks to unlimited continues and the game's arcade nature. It appears that if you get quite good you could horde cash, lives and bombs quite viably for the late game if need be.

2018

At first, I was in love with Dusk's fast-paced gameplay and heavy atmosphere. But as the game progresses I soon realized that for a game that takes heavy inspiration from titles of yesteryear it sure falls into a lot of pitfalls that are common among the genre's newest releases.

Releasing January 10th, 2018 as an early access title the game launched with two episodes. The third and final episode wasn't released until December 10th, 2018, the day in which the game ceased to be in early access. The game garnered a lot of praise and I don't want to take that away. What I do think however is that not all of it is justified.

My first problem with the game is the inconsistency in quality. We don't know how long it took them to develop the third episode but the 11 months between the early access build and the finished product that contained said 3rd episode seems like a good guess. Either way, however, I feel like it could have used more time in the oven. The levels within commonly would just throw more enemies at you to increase tension rather than placing them in challenging locations and clusters. Multiple levels also reuse areas from prior. The game makes light of this and uses it to "taunt the player". This works as a nice moment of deja vu the first or second time but it got old fast. A great aspect of Dusk is how it continues to throw new things at the player. The third episode's main ace up its sleeve is the sword. Being able to slice and dice along with charging at enemies if your health is above 100 is a great layer to the weapon. Couple this with the power to block incoming attacks if your morale (armor) is above 50 and you have a quite versatile weapon that is great fun to use. That is if areas are designed around it. Sadly though besides the first level of episode 3, there are not many areas in which it becomes of good use especially because like I mentioned, this episode is fond of throwing hordes of enemies at you.

Speaking of, my next issue with the game is prevalent throughout the title. A common trend among throwback shooters, even the top tier ones like Doom Eternal is to have arena-like areas be a key component. Even at there best I still prefer the player guided combat progression you get in the games Dusk tries so hard to imitate. Arenas to me lack the versatility one has to deal with an encounter since your not able to use resources from other areas or to simply skip over a fight. In Dusk you're usually able to travel back to previous rooms but that doesn't mean nearly as much since often levels funnel you to one key area. This isn't always the case either. It's as if the developers made a game that has its arm around Doom's shoulders yet loves to French kiss Serious Sam when no one's looking. These two styles of level design are juxtaposed to one another and it really hurts the pacing in my opinion. These areas may be fun playgrounds but to me, it's simply not worth it due to the freedoms that are stripped away.

The graphics feel like they were ripped right out of Quake and to some that grew up with the title they may be hit with a wave of nostalgia. I, however, didn't grow up with games of brown and grey and in my eyes, Dusk can be a kind of ugly game. The thing is though that's not always the case. The keyword here is can be. At times this game simply astounded me with its visual presentation but there are more than a few levels that contain only 2 or 3 colors. I'm not asking for the game to be extremely bright but a wider color palette and the same attention to detail found in levels like The Iron Cathedral or The Infernal Machine would go a long way in making Dusk feel like the game it's trying so hard to be.

A common trend found within Dusk is to use its great lighting and sound design to scare the player. This is great at first but after a while taking away your flashlight, again and again, got old. With this focus on horror the game also slows down during these moments and that's where the real problem lies. It makes sense on paper to have areas that are lacking in confrontation in order to break up the giant arenas but these areas are far too common for my liking and again its as if someone is continually taking away and giving back my meatball sub. Then after the game's done taunting you it finally lets you finish your now cold but still good sandwich in peace. In some ways, it seems as if it wants to mimic what Half-Life did, but the problem with this is Half-Life is a different kind of game. It's a story-driven exploratory FPS that has shooting in it but that's definitely not the main focus for a lot of the game. Dusk, as I hope you would know by now, is a shooter. A bloody, blisteringly fast-paced, surge of adrenaline-filled mayhem. So why the hell would I want to be crawling through vents when I could be painting these catacombs with redneck entrails?

The balancing of the game is good but could use some work. Even when flying through a wide-open area at high speeds it's still hard to avoid some enemy projectiles. I was playing the game on the second hardest difficulty and projectiles are faster because of that but that's simply not an excuse. Playing a game on the intended hard mode (since the hardest mode says that it's for masochists and you die in one hit) shouldn't compromise a key aspect of the combat. Well, that is if projectiles are made to be avoided more easily like in the lower difficulties. But what I said still stands though sense if the real projectile speed is the speed in which they move in the hard mode then all that means is that the easier difficulty modes are the ones that compromise the game's combat.

Again my point is not to say that this game isn't amazing. Looking at 5 seconds of gameplay will tell you that. The point of this is to do what not many are doing and that's to critique. If we become satisfied and don't seek to constantly evolve and grow our medium games will become stagnant. Oh, wait for the triple-A FPS genre already is. So umm... let's make sure the throwback shooter genre doesn't.

The modern indie scene finally progressed past mainly reinventing the 16 bit platformers of yesteryear, and we've now been seeing more new takes on early 3D juggernauts. From the boomer shooter revival, to the whimsical collectathons collecting your cash through Kickstarter, the 90s kids have grown up and are creating ways to let you re live your childhood. With that comes games that would have been played non stop on warm summer nights, and titles that would have made you cry if you got them on Christmas, figuring out frantically if you could find a way to return it.

Nightmares of Decay sadly falls more in the latter. A first person horror title styled after the first Resident Evil, your tasked with combing a similarly spooky mansion filled with monsters and uncovering the mystery held within. The atmosphere is fairly good and the game does have some decent sequences that go beyond what inspired it. The opening scene before arriving at the mansion all be it brief, started things off on the right foot. Eventually this fades however, with the tension and atmosphere not doing its job in building, instead simmering out far too soon. If crafting more intriguing areas and scares to go along with them was too much, adding the same kind of cheese found within the first Resident Evil would have gone a long way. At least something narratively that's of substance, which the scant uninteresting diary entries don't count as. There's no drive beyond the core gameplay, which as you'll see leads to the whole experience falling apart.

The gameplay is serviceable at best, borderline bad in my eyes. You hunt for the limited ammo the game throws at you, relying on your knife for a fair amount of time. Solving basic as hell puzzles to progress, backtracking almost constantly through copy paste rooms. I'm not against games that try to make the player work for a kill, needing to scrape by on few resources. It's just not something that's super easy to get right, with even some survival horror juggernauts giving you too little or too many resources. When the game has flexibility in it's systems however, the player can be given a level of agency to overcome obstacles in interesting ways and negate any kind of imbalance the game throws at you. Nightmares of Decay not only doesn't feel balanced with bullet sponge enemies and too few resources, its so linear there's very little you can actually do. I could have missed some hidden stash of ammo or something, but with how samey everything looks I wouldn't have known it was a new room anyways and probably would have just thought I missed something. In a game that's small to begin with, funneling you in a pretty clear direction, and looking like everything is copy pasted, being required to backtrack is going to obviously be tiring. The kind of progression that works in better designed games can't be the main course in something that's falling apart at every seem. It's like the lack of story, something that wouldn't matter if the game was actually better.

Relying on your knife to slowly chip away at enemies as you waddle back and fourth to avoid their attacks in your best bet. The controls make this more difficult than it really needs to be, showing how Nightmares of Decay really does know how to recreate the feel of old school survival horror. Only the bad parts though.

Eventually you face enemies that aren't just your bullet absorbing zombies but actually engaging. The problem is your still strapped for resources and can't move for shit. The zombie dogs are fairly cool if frustrating, leading to be leaving and entering the area multiple times picking them off however I can. If you weren't so slow, at least you could competently run but alas. Villagers that shoot at you showcase the final issue I wasn't aware of, how bad the shooting is. Despite you not being able to hit the broad side of a barn without standing perfectly still, most combat encounters up to that point didn't require you to do more than hit slow moving zombies or dogs that run straight towards you. Now you have to contend with fricking bullet ballistics ala Counter Strike. What the actual hell?? Lol, at that point I called it quits. After looking up gameplay there's a few scenes towards the end that show promise, giving you some kind of explanation as to what's going on but its far too late in my eyes.

If you can get enjoyment out of the admittedly decent environment design and absolutely love survival horror, you can do worse for the few bucks and hours this one will take from you. I just can't see why you would really want to, when the genre had so many better incarnations from back then and even now. Maybe they don't follow The first RE to a T as much as this one, I don't really know. But new indie horror games are a dime a dozen and you really can do so much better even for that cheap.

Played on Midway Arcade Classics Vol. 2. What a downgrade when compared to the original. It's interesting to see simultaneous 2 player attempted, but it came at the cost of everything else. The gameplay is less refined, feels worse, looks worse, and allows for less nuance. Its overly difficult and the 2 player itself doesn't even appear to be used to the extent it should have been considering how the game has nothing else to offer. I can only go by the attract screen since I have no one, but going off of that indicates they couldn't even deliver on the one thing the game had going for it. Definitely avoid this one.

This is one of those childhood games I have a fondness for. Being one of the first mature interactive experiences I had ever laid my 8 year old eyes on, my best friend and I couldn't get over how cool it was. Along with Halo 2, Pac-Man World 2, and Fable, we stayed up throughout the night and played it on the floor of his childhood bedroom until the wee hours of the mourn.

Fast forward a year or so and I received my plunge into the world of mature, multifaceted games with the Xbox 360. Helsing in tow, said friend came over and to our surprise the game wouldn't work. Nor could we figure out how to plug in the XB original's controllers. How disappointed we were.

Eventually I picked this bad boy up for myself a few years ago and gave it a whirl. As to be expected, the same rich supernatural world I was so enamored with as a child, now looked like the cheap movie tie in DMC clone it really is. After reminiscing a bit I ended up putting the title down and that was that.

This third time however things proved different. I had seen mention of it among the retro community and seeing as how I've been getting back into gaming this past year I thought I'd give it one more go. Despite the previously stated realization still reigning true, this has that charming style and solid mechanical backing to make for an adequate ride. One that's repetitive, derivative and is the epitome of missed potential, but isn't a bad way to re-live a slice of the 6th gen.

As far as movie adaptations go, this one is fairly good but they certainly only did the bare minimum. I would have loved to see a wider array of locales, a more fleshed out story, or something like the Bite Helsing suffers serving more consequence than it did. The game is about as paint by numbers as it can get, but for me that's all it had to be. 5-8 Hours of no thrills bare knuckle hack and slashing, from the days when all you needed to be a AAA blockbuster was gameplay and a vague excuse for it.

Do the people rating this realize this is the Tiger version? If so maybe I ought to play it, I guess its one of the better Sonic games.

This game is so infuriating. I just can't force myself to memorize bat placements for such an average experience. Considering the PC platformer landscape of the time, the large detailed sprites and widescreen were probably a draw but visually its actually much blander than the competition. With hindsight the visual flourishes really seem to be a silk screen or diversion from the simple and plainly colored environments. Jill of The Jungle comes to mind as a title with plenty of traditional jungle environments like Realms but shows how much color and artistic vision can bring a graphically basic game to life. The various powerups and dual character element could help liven the gameplay up later on but for me it just expects too much trail and error for how little interesting it shows (or has to show).

I didn't give this one a lot of time but with how simple it is and how much better other similar games are, I don't know if I really need to in order to understand what Chaos was to offer. I recommend grabbing a list of cheats before playing this one if you end up doing so, which I have a feeling could help squeeze a bit more blood from the stone if your keen on giving Realms of Chaos a look.

From the tight action to the riveting story, Max Payne is a must play in my opinion. The story may be a simple revenge tale on the surface but there's so many nuanced details that go over the player's head the first time around. The game is also quite difficult but balanced meaning that in order to succeed you'll have to actually improve and on the higher difficulties you will really be forced to master the game's timing oriented combat. When to reload, how many shots you can get in before the getting up animation plays, bullet spread, bullet velocity, and so much more will be whizzing through your head just like the bullets will be death after death. But as I mentioned eventually you will overcome these obstacles and finally set things right for Max.

The soundtrack is brilliant, the graphics contain a ton of detail and a lot of these you still won't find in games today. As an example in one room a newspaper can be zoomed in on and the comic strip present in a comic book panel (what the game uses instead of cut scenes) earlier will be visible. In that same room you'll find crates that have hidden ammo and painkillers and a sewer grate that is for shadowing the sewer area two levels later. In fact the building your in doesn't seem very far away from said level so it's pretty safe to assume there connected. The dialog is both well written yet just light enough when it needs to be to relieve some tension. That coupled with the character models give such a fun vibe to an otherwise serious game. Each weapon has its place and play style like the less accurate but more lethal sawed off shotgun or the faster firing Beretta that's easier to find ammo for as apposed to the slower more powerful desert eagle. The line delivering is excellent, the controls are tight, levels are paced amazingly well and the notorious dream sequences in my opinion help break up the game nicely along with being an extremely memorable part of the game. They also help show how much Max is going through psychologically. I want to go into so much more of the game's meta and I know I'm only scratching the surface of the game but at the end of the day Max Payne is an achievement in interactive story telling and the pinnacle of video games as a whole. Well either that or Doom.

So why on earth would I give it a thumbs down? Because this game doesn't work out of the box for most people. There are workarounds but be prepared that what I did may not work for you. Everyone's PC is different and since the game is held together by duck tape you may need to try other mods and guides. What worked for me was downloading and following the setup wizard found in the "Max Payne 1, Complete FixPack - 2020 Edition" mod pack. Then I had to run the game and steam in administration mode along with running Max Payne in windows 95 compatible mode. These hoops are without a doubt worth jumping through but as retaliation for the incompetency of the ringmaster I feel obligated to give this game a thumbs down. Fix your game Rockstar. Let the world play your legacy titles without needing to mess with them and I guarantee you the money you would have to pay people to fix these games will be more then compensated for by the sales of your stellar catalog.tion to the riveting story, Max Payne is a must play in my opinion. The story may be a simple revenge tale on the surface but there's so many nuanced details that go over the player's head the first time around. The game is also quite difficult but balanced meaning that in order to succeed you'll have to actually improve and on the higher difficulties you will really be forced to master the game's timing oriented combat. When to reload, how many shots you can get in before the getting up animation plays, bullet spread, bullet velocity, and so much more will be whizzing through your head just like the bullets will be death after death. But as I mentioned eventually you will overcome these obstacles and finally set things right for Max.

1981

I really enjoy the Gameboy version and thought I'd try DOS Qix after finding it on Abandonware. The charming graphics are nice but this just can't replace the GB port. It wasn't just the Mario game over screens or DMG ditties all though those helped. It comes down to the balancing. The Qix is even more erratic than normal here. Going from hunting you down relentlessly to completely missing you despite you being super close. The sparks move way faster than you and always seem to ride my ass as well. The practice mode appears to be the exact same except it ends once you progress past the first stage. You have a 2 player option as well, which like with the other versions is just a controller swap mode. Funny enough though, both players can actually be on two completely different levels, so it really is useless. At least if both players took turns playing the same game, you could attempt to get further with the extra help. Simultaneous play would have made this actually interesting. Oh well. Qix is still Qix, and more ways to play Qix kicks.

It's a rather bitter sweet feeling to play a game that would normally be considered sub par, that's held up by time long since abandoning games of this hyper specific ilk. Casual games your mom finds more engaging than you do have never gone away, but now such a thing is relegated to the Chinese data collectors everyone seems keen on carrying. Likely plagued with microtransactions and ads attempting to lure you in with dollar store whores being eaten by zombies or whatever the fuck.

Forgetting all of that you have a web game turned full release from the dusty early pages of Popcap's catalog. A handful of years before they abandoned pumping out clones of every puzzle game type under the sun, this embodies the kind of Sunday afternoon time waster I wish some developer would still put out from time to time. This shouldn't be the example to draw from, even titles such as Mummy Maze or the one note Alchemy offer more complexity and room for skill. Even still, the charming graphics and untainted virgin shine of these titles is something worth remembering. Seven Seas isn't the dolled up trophy you thought was worth paying attention to, but isn't going to rob you for everything and leave ya out in the cold while spending your life savings on another lip injection either.

Ooo look at me, I'm a pioneer! This game wasn't on Backlogged until I put together the appropriate info scattered across various sites. Feel free to just leave the first borns on my door step, I can do the rest thanks.

If you would prefer to hear me read this review, or simply want to support me further, go check out the video version here: https://www.youtube.com/watch?v=EnbuD0i9Zz8&list=PLs1yo664lx8w1gMcP1wnpUyMfaNJ9UjZ3&index=1

Chips Challenge may just seem like a simple, run of the mill tile based puzzler from yester year but skipping over this gem would be doing yourself a disservice. The game was developed by a company known as Epyx, a San Francisco based publisher known for games such as Rouge, Ballblazer, and California Games. In 1987, what is now known as the Atari Lynx is born. Forged by the hands of past Amiga designers, it was seen as mighty impressive by those that got a chance to see the thing. Epyx lacked the financial backing to bring the console to fruition on their own however. Many companies were pitched to including Nintendo, but Atari was the one who ultimately ended up agreeing to a deal. Epyx developed many of the Lynx's killer apps, one of them being Chips Challenge.

After Epyx's bank account was looking anything but epic, they licensed out the game to be ported to a plethora of home computers. The Windows version being the most well known, do to its inclusion in 1992's Microsoft Entertainment Pack. And after 15 years of legal squabbling, both Chips Challenge and the never before released sequel Chips Challenge 2, finally became available for purchase on Steam as of May 28th, 2015.

Taking on the role of Chip; a nerdy high schooler, your tasked with solving 149 puzzles in order to impress a girl named Malinda and gain access to an allusive club known as the bit busters. So is he playing a computer game or is he actually navigating around a physical space? I guess he's playing a computer game but it's all not too clear. The fact that Malinda's playable in the second game makes everything all the more confusing. Did she and the bit busters design these games? Maybe every level has a real world representation and the game's obstacles are simply metaphorical for how Chip views the actual struggles he is facing. Am I thinking too far into this? No of course not!

Navigating across the grid based stages, your goal is to simply find a way through the spinning blue exit. Most levels require you to pass through sockets however, which only allow Chip passage once he has attained the level's designated amount of microchips. Theirs also plenty of obstacles you'll come across such as water, fire, ants, balls, blobs, rockets, and even giant sentient killer teeth. Don't worry though, these yings have their yangs. There's also something in the level to aid you on your journey. Whether that's dirt blocks, which create walkable tiles when coming into contact with water. Elemental shoes of many varieties, that allow you to walk on ice, fire, direction titles and so on. Or a plethora of colorful keys that will allow you passage through the corresponding doors. The simple Americana esc graphics give the game a charming aura along with the frivolous sound effects. The music is also something to note. It may be simple but when it's the only track in the entire game, it needs to be. Doing its job well, it allows for concentration to develop while also not becoming grating. Overall there's no reason not to give chips challenge a try, especially because its free.

While Astron Belt uses some of the technical advancements of the time to create a visually engaging shooter, that's all it sadly is able to do. The gameplay itself is simply too basic, with the stage progression only resulting in more obstacles to dodge. The core gameplay is painfully simple, being reminiscence of Super Buster Bros. without any of the versatility or gameplay evolution. Before shooting the planets which follow you after falling, your required to shoot the various satellites that orbit said celestial. Oh How they shimmer, changing color along with the various stars which give off the illusion of depth. The look of the game does really help give the title a small bit of uniqueness along with the fact your shooting planets instead of traditional alien fodder. A catchy tune and something to push the gameplay just a bit further would have saved this one from being completely forgettable. The only other element of note beyond the increasing number of denizens of the heavens you must avoid, is a ten second bonus stage every few rounds. It's quite easy and is really just a means to rack up some more points in hopes of a life. Just pick up the spinning astronauts while avoiding whatever gets thrown at you. Being able to switch between the background and foreground like the planets do at the beginning of each stage would have been great. Some kind of weapon pickup, or a boss of sorts. Something that gives way for some kind of strategy beyond move and shoot. sigh Sadly, it just wasn't meant to be I guess.

Carmageddon doesn't deserve a thumbs down. But just like in my Max Payne review I'm giving it a thumbs down because Stainless Games hasn't fixed there product. Carmageddon works out of the box unlike Max Payne but what it doesn't do is play or look good at all. I highly recommend installing and configuring the "Unofficial Max Pack 95 Restoration Project Pack". I'm not going to walk you through how to configure it since it pretty much says but if you need help feel free to message me if the thread you got the mod from doesn't help.

Now onto the game itself. Carmageddon is great fun at first but I quickly realized while playing it how little the game mixes itself up. You start with three maps unlocked. Each map that's completed awards you with at least a rank as long as you don't suck and every three ranks you unlock a new map. This already means you're going to have to replay maps over and over again but this wouldn't be an issue if the maps themselves were interesting. Out of the thirty, they all feel like carbon copies of about six unique maps. And a lot of the "new" maps are actual copies. They're the same maps but just with different routes and weather types. Because of this, the game doesn't have any progression. After eliminating opponents there is a chance that they will become playable after the race but the issue with this is that the best car in the game is your own. Besides a change of pace, there's no reason to use the other vehicles. The game does, however, give the player a lot of options. When in-game you have the option of racing, taking down your opponents, or if you're a masochist eliminating all of the pedestrians. This is close to impossible however since levels can have over five hundred of these little time pinatas scattered throughout them. Speaking of, you can lose a map by running out of time. Time is acquired by running over pedestrians or slamming your car into the opposition. The thing is unless you're new to the game you won't be running out of time on any of the difficulties besides the hardest one. So if you love the taste of pain be sure to play the hardest difficulty since you can't change your difficulty on the fly. Since I started the game on medium I'm going to have to either finish it on medium or start the whole game over. The aforementioned ranks are acquired at the end of the map and the number of ranks you move up is proportionate to the number of credits you have. Credits are gained by doing just about everything. Slamming into other cars, running down pedestrians or cows, going through checkpoints, scratching your ass, and so on. These credits are used during the actual game to repair or recover your car. What this means is that sloppy play isn't punished, you just won't be ranking up as fast. But the maps are all carbon copies so why do I care?! See the problem? Carmageddon is a hell of a lot of fun but it feels more like an arcade game then a game you're supposed to binge play for 30 hours. The thing is the key loop of the game is a lot of fun. Finishing off your foes, running over crowds of people, and messing with crazy powerups all are great time wasters. But if the game was way shorter and had actual difficulty it wouldn't just be a time-waster. With just a few tweaks the game could be an adrenaline rush. The problem is it's more of a casual murder simulator than a Twisted Metal rival.

*For context, this was pulled directly from my Steam profile.