After my initial try at this back in 2016, today I have beaten STALKER: Shadow of Chernobyl. Well, actually, I made it almost to the end, but was backed into a corner with no way to beat the game. The last save being a few hours from there, I didn't want to replay it all, so I watched the canon ending on YT.

I both liked and disliked this game. I both am very excited for the upcoming STALKER 2 release, and also unsure if that game will be for me.

After hearing so much praise about the STALKER series, I have to say, I ended up being quite disappointed in this one. In case you want to know if this is for you, tell me how this description of STALKER sounds to you, courtesy of me.

A sandbox, open world first-person shooter with mostly unscripted shootouts, in a postapocalyptic setting, with a ton of bugs and the constant need to F6 (quicksave), because otherwise you will lose your progress or die thousand deaths due to a variety of reasons, often BS ones.

Now there is a ton of good and bad in that description. If the good parts sound really awesome to you, check it out. If the bad parts make you apprehensive about all this, then probably stay away.

First, the game is from 2007. I personally thought graphically this game looked more than fine, but it IS a game from 2007, so you might feel more sensitive there. However, graphics are definitely not an issue here.

The game does not hold your hand in this one. After you emerge from the intro, you are given a mission and make your way to a building, where you have to fight 8 bad guys. Immediately, you will realize that the game requires you to approach gun fights tactically, and that running in guns blazing will more often than not end poorly for you. Especially in this first mission, your weapon is terrible, which just worsens all the negative factors of running into a fight without taking cover.

From there, you are given main missions and a ton of side missions as well, as well as being told of dozens of secret stashes across the map. You can learn of these by talking to people or simply by looting bodies. How looting bodies gives you this info, who knows, but it does. These optional side missions and stashes are always the same. You go to a spot and have to either shoot enemies, or simply look around and try to find a stash that is usually well-hidden somewhere in the area. Both of these are important to do at the start, because they supply you with cash and loot.

Unfortunately, the game has a 50 kg weight limit, which you will hit very fast. And if my experience is anything to go by, you will never go far below it anymore. Even though I only carried a pistol, shotgun, AK and one more weapon with me, I never could go below 45 kg, which meant that whenever I wanted to loot something, the likelihood was very high that I would have to leave something behind as well. Since traders in this game are very few and are often very far away from your location at any given time, this meant inventory management was a constant worry.

This is the first part of the game that really wasn't fun to me. Why can't I increase my inventory space? Why can I carry almost nothing? What's the point of finding stashes all the time if they either give me almost nothing of value or are items that I can only carry if I leave something else behind? What's the point in exploration, when all I can stumble upon are enemies that I have to fight myself, or random gun fights between two AI factions? While the latter is always fun to see in an open world game, I just never understood what my incentive was supposed to be.

In this game, you can collect "artifacts", which are stone-like things that are in this game world and offer you boosts to some stats whilst reducing some of your others. One stone for example gives you a 200% health boost, if equipped, but reduces your defenses. Some stones reduce the amount of radiation you take in, but make you more susceptible to bleeding. You can equip five at a time by putting them on your belt, but they disappear after a while, presumable because they ... ran out of their powers?

These artifacts, I found, almost all suck, and those that don't are very hard to find. So you will likely sell almost all of them. Even if you don't, as I said, they disappear after using them for a bit, so you will constantly be needing to find more. There is durability on your weapons and armor as well, and while I don't mind these elements in a video game, the game likes to put you in dead-end situations, if you don't manage your inventory right, especially before a main mission. That's actually how I failed to beat the final mission.

When the penultimate mission ends, you don't get to visit a trader like in many other games pre-final mission/boss. If you want to do that, you have to backtrack for 10-15 minutes in order to trade. I decided to carry on to the final mission with my 10 medkits, 15 antirad items and 25 bandages, thinking I'd be alright.

Instead, after a very lengthy mission with hundreds of enemies coming at you all told, I had to use all my items (and all the ones I found off corpses), and to make matters worse, my armor was slowly but surely breaking, which means the effectiveness of it is reduced. My radiation resistance wasn't 89% anymore, but rather 10%. In an environment that was filled with radioactivity, this meant that I was fucked. If you are exposed to too much radiation, your health starts dropping. You can use antirad items, which get rid of all the radiation you currently have, but the meter immediately starts going up again, which makes me question what the point of these items is. Why isn't there something like Rad-X like in Fallout?

Or, of course, I could just keep using a suit that has high radiation resistance, but as I said, my armor is almost completely broken. I can't carry backup armor because my fucking carry weight is almost maxed out at all times without it, and I can't swap it in the battlefield because there almost never is any armor available. You can't just strip the clothing from your fallen enemies and put it on, but have to hope that you find some armor just lying somewhere. It wasn't, anywhere, on the final mission, so I just found myself dying endlessly.

This is precisely the reason why I wouldn't recommend this game to you, if you are not a hardcore gamer. This is truly a miserable experience, and per design. I don't find this particularly fun. It's not what I'm looking for in a video game. Or let me say it differently. If what this game strives for is realism, then why am I, one man, being sent out alone to fight 100s of enemies? Why don't you give me a fucking backpack so I can carry more health items, ammo and a backup piece of armor?

Now granted, this is mainly an issue if you plan on following the main story. If you want to simply enjoy the open world, sandbox nature of this game, you can easily do that without ever running into these problems. But as someone who likes to play the main story of games, Stalker's main story was really poorly designed. And as a sandbox, this game just doesn't offer enough for me. As I said, variety is very low in this game.

There are humans, dogs, and about half a dozen varities of mutants in this game as enemies. There are "anomalies" in the environment, which are basically fields that release different kinds of elements if you get near them, all giving you significant damage, whether it's lightning, fire or some sort of whirlwind. And there is radiation.

As I mentioned before, side missions always look the same. Go some place, have a shootout with a bunch of enemies. Win, go to mission-giver, get a few thousand rubles and maybe an item, and repeat this. Once you have seen all the dangers in this world, that's it. There is nothing more.

Having ranted a bit though, there are a bunch of positives here as well of course. First, the game is obviously very unique, even if not in a positive way all the time, and it's very ambitious. Take what this game has, fix the bugs, increase variety of the tasks in this game, how you can approach them and increase the amount of dangers in the world as well, and I could see myself enjoying STALKER 2 quite a lot. But as it stands, I think the game is ambitious but not really successful, in my eyes.

What the game does really well though is create a scary and depressing atmosphere. You can really feel that the Zone is a place that can just destroy you from one second to the next. While the variety of dangers is not awfully large, dangers are omnipresent and there are few people in this world who don't want to kill you and get to your loot. Plus, there is one particular mission in a sort of bunker in this game that was just scary as hell. In that regard, the game does a great job. Plus, enemy AI is pretty smart and gunfights do have plenty of tactical elements to them, though I would have enjoyed the ability to bring teammates with me and to have my teammates have more than 1 braincell during those fights themselves. I can't tell you how many times main quest-givers died because they simply refused to take cover like the enemies did. Bizarre.

But that said, these things the game did do well. The rest, I can't say I enjoyed. The story for the most part is go find A, so he can tell you more about this Strelok person you are trying to find. You go to A, he either is dead or sends you to someone else, until you get to person G, who tells you to go to a place and find documents. You find documents, which lead to knowledge about a different location, where you need even more documents, and you do that until you pretty much get to the final mission and learn the truth. Can't say I particularly liked 'the truth' and the story about the Zone, about you and your target and all that. But I guess the main story wasn't the point of this game anyway. A game that, overall, I appreciated for its ideas and for what it can spawn in STALKER 2, but one I didn't necessarily enjoy itself.

A unique game with lots of good and plenty of questionable/bad, that I still recommend everyone to check out. And "checking it out" is all I can really recommend, because whether or not you like it will simply depend on one thing, and that is the humor. I'll get to that, but first I want to say the following.

The game is so unique in its presentation. I am always a big fan of games that try to do things differently, not scared of whether it is reviewer friendly or not. Hideo Kojima for example created, in very shallow terms, a delivery man simulator and he did not give a damn whether that game is for everyone or not. And it isn't. But games like that stick with those people that absolutely are the target audience. Or take my most recent review of STALKER: Shadow of Chernobyl. Not my cup of tea, but I can see how it's the dream game of the right audience, and ONLY of the right audience.

Meanwhile, so many games, even in the indie scene these days, don't shy away from what many games before theirs have already done, since it is already known that those games are well received. In the AAA scene, this is of course a very known issue, none more well-known than the Ubisoft open world games.

Anyway, you all already know this stuff, but my point is, game devs should have more balls to be creative, especially those that have the financial ability to do so. Rick & Morty creator Justin Roiland and his team I assume do have just that, and even if they don't, they certainly have the balls.

High on Life is unapologetically Justin Roiland's work, for both good and bad. More good if you enjoy the humor, more bad if you don't. So let me give my thoughts on the humor here. Quite a few times in this game, I actually did laugh out loud. Most games make me exhale out of my nose if they attempt to be funny, but few get me to laugh. Not because it's not funny, but because that's how I just am. Anyway, in High on Life, there was the funny intro that had me laugh, there was some of the dialogue between my guns and random NPCs that made me laugh, a certain conversation between two guys arguing in traffic, and in particular, there was something near the end of the game that had me actually crying laughing, though I do not wish to spoil that here.

But in between, I didn't really laugh at the monologues of my guns or the conversations between NPC. I certainly was intrigued by Roiland's style of comedy (have only watched a couple episodes of Rick & Morty in my life, so unfamiliar overall) and how vulgar it is. However, I was also intrigued by how explanatory his jokes are. Let me explain. A lot of the times, his characters feel the urge of why the things they say or the way they act is supposed to be funny. Or how funny their situation is supposed to be because it apparently is so ironic. And to me, this wasn't that funny. Considering that this is what happens a lot here, the middle parts of this game from time to time turned into a slog, if too many jokes didn't land in a row.

And here is why you won't enjoy the game if you don't enjoy the humor. The combat - this game is a first-person shooter - is certainly simple, in a good way, and works well, but it's also very repetitive and simple, in a bad way. If the humor doesn't stick in between these gun fights, the flaws of the combat do become more apparent. I'd say it is certainly good enough to warrant an 8-hour playthrough (without side content) and leave you mostly satisfied, but that's the thing. You'll either be very satisfied, if the humor hits or not satisfied if it doesn't, because the gameplay is not the focal point, it's the humor. The devs didn't build a script around the gameplay, they've built a game around the script and on that alone. So it doesn't matter that much, whether the gameplay it's great. It's simply good enough to not be a negative distraction in between of all the humor.

One thing this game does really well, whether you like the humor or not, is the visuals and the worlds they have crafted, especially Blim City. Whether it's in the small area that can be traversed or the rest of the city that you can't go to, but admire from afar, Blim City looks colorful and vibrant. The other worlds that you visit for your objectives look good, though a couple didn't seem different enough for my taste. Considering that there aren't that many worlds and that some are reused for multiple bosses, I feel like there could've been more done here.

The soundtrack gives off relaxed, laidback, lofi vibes and is definitely a highlight for me here. The voice acting is pretty good as well and the characters just sound untraditional, if that makes sense. It feels like you're watching a TV show rather than playing a video game, which often can have characters sounding too bland and robotic, though here, similarly to the South Park video games, the voice actors have treated it just like another episode of Rick & Morty.

And also regarding the characters, this game actually accomplished something that many games don't. I actually cared about some of the characters in this game, because the game spent an adequate amount of time on them and to develop their personalities, which are almost all unique and quirky from the start.

So yeah, all in all, I would really suggest to give this a try. You won't have played a game quite like this a whole lot in your life, and trying it out won't cost you a lot thanks to the fact that the game is on Xbox Game Pass. I don't think it's worth the full asking price right now, unless you KNOW that you will enjoy the humor, in which case you can have fun for two dozen hours if you go completionist and do two playthroughs (which in your case I'd recommend due to a lot of choices this game gives you) and likely feel like you got your money's worth. For me, I'm glad I played it, though I wouldn't have paid full price, if I knew what my thoughts about the game would be after I played it.

All this said, I hope there is a sequel some day, because this was definitely a fun use of my time overall.

I don't remember much about my time with this game, as it was about 6 years ago that I played it, but I remember liking the puzzles and the style of this game. Over on a different gaming site at the time, I seem to have found it important to mention that I liked the killmoves in this one, so there you go.

Looking at other reviews, I have noticed that the game has been removed and no one is able to play them again, unless through piracy and such I'm assuming, which is pretty terrible and I'm surprised a move like that didn't receive more backlash. I'm surprised that even the owners of this game can't play it anymore. Damn shame regardless. Leaving my own review here to fill out my own collection, and I guess it provides no use for anyone thinking about playing this in the future. Sad.

While playing through some longer RPGs, I longed for a short little 'snack' in between. A Mortician's Tale looked like the ideal candidate thanks to its short run time (30 minutes of my 2 hours with this game I have optionally spent with its rendition of Minesweeper) and its interesting theme.

In this game you play Charlie, who joins a family-owned funeral home as a Mortician. The game spans about a year and you 'spawn' once a month or two, go on your computer to read some optional e-mails from colleagues, friends and prior 'customers', and also to see the mandatory e-mail that tells you what your task for the day is. You either ready bodies for closed-casket (you just have to clean them) or open-casket funerals (much more tasks involved) or you cremate them, based on the families wishes.

These tasks are rather simple and each step is carefully explained every time, so the goal is not to do it right, it's just to do it.

I know nothing about funeral homes, so I appreciated the game for showing me how they operate, how different requests are handled, about the environmental effects of embalming versus green burials, and about corporations that exploit both employees and customers even in this business.

Apart from that however, the game doesn't really manage to be emotionally impactful regarding its main character, which has no dialogue lines during the game. Anything she feels and thinks about her job, about how she handles it and anything else that could bring the players closer to her, doesn't exist, which I thought was a shame.

So while I appreciated the game for its topic, it doesn't succeed in being more than a tutorial/showcase for the 'industry', and I'm not sure if there was any intent to do anything beyond that.

This review contains spoilers

For everything bad I have said and still feel about Stalker.: Shadow of Chernobyl, I still found myself with that patented Stalker itch after finishing it. So about a week later, I started up my first playthrough of Stalker: Clear Sky as well. I rarely go back-to-back with games from the same franchise, so make of that what you will. It helps that these games are actually rather short if you decide to focus on the main story mostly. Though the reason for why I managed to beat Clear Sky in just 11 hours is that for the final few missions, I chose to activate god mode, as, yes, I once again had a hard time enjoying this one once the main story structure just got completely ridiculous.

First, let's talk about the positives. As with the first game, I enjoyed the atmosphere in this one. It's something the series is praised for a lot, and I agree, it's the series best feature. I also liked the enemy variety and some characters in this game, both new and old. From the changes since Shadow of Chernobyl, I thought the most notable immediately was the improved graphics. The textures actually look pretty good in this one. New weapons were added, which is cool, artifacts are now much rarer and harder to track (nice, but all I found was one) and an upgrade system was added, which I thought was awesome, if not all too advanced. Also, the enemy AI is of course pretty good once again, mostly, and that allows for some tactical battles. Finally, the soundtrack in this game was much better than in the first in my opinion. Especially in Garbage, there is a track that plays that has a really eerie and mysterious-like vibe to it, which I really enjoyed. But that's where the positives end. Once again, it becomes clear quickly that this game aims at a more hardcore audience. "Realism" is a big keyword here, so I feel like saying something negative about it will almost always come with the counter that "I need my hand to be held to enjoy games". While I do appreciate more streamlined games, I can't say that "realism" always has to come together with "less fun" and "more miserable", while at the same time, I also can't say that the game is as realistic as it tries to be.

There are many instances I could think of regarding this. For example, a lot of weapons you get like to jam. A lot. To shoot 30 bullets with one of the first AK's you come across will require you to reload about 7 times if you use burst fire like I do. However, the dead enemy you picked this weapon off from had no trouble unloading his whole ammo on you with no jamming problems. In addition, random bandits also have no problem aiming at you from 40m out whilst your aim is entirely unpredictable, despite the fact that you're playing an experienced mercenary.

Or, the most well-known problem of Clear Sky, where enemies spam grenades and hit you with dead-on accuracy every time. It happens regularly that 4 grenades fly in my direction at the same time, and all detonate right next to me. Even if I move once the grenade is thrown, it still somehow manages to trickle in my direction. Let's not even forget that random poor bandits having unlimited supply of grenades makes no sense.

There are also the dozens of instances where I help out an outpost to fend off attacks, leave after the "task is complete", only for a "help defend the outpost" task to re-appear once I am 20m or so away from the outpost. Don't go back there and your buddies will die and the tasks you got from them will be cancelled.

Or just in general the fact that you're supposedly able to singlehandedly mow down dozens of fully armed military soldiers. Not that I can do that without reloading 18 times, but the fact that your mission givers keep expecting this of you as if this would ever work realistically.

It doesn't help that I am running around for the first 10 hours with a broken suit that gives me 0 protection because any armor I want to buy costs me almost all of my money, whilst traders give you almost nothing for all those weapons you bring them. Weapons that take great pain to deliver because you barely have any carry weight. And to make matters worse, there is a part in this game where you are knocked out by two random bandits, and they steal all your stuff. Go find them again, kill them, and grab all your items. However, when you get all your items back, you don't get your money back. Apparently this is some sort of bug, so I found myself down 14000 Ruble in the middle of my playthrough. Looking it up online tells you that "yeaaah, you should spend it all before you run into them". Well gee, thanks.

There are also some areas this game throws you into where you genuinely cannot survive unless you keep quicksaving and reloading over and over again, because these situations are just that ridiculous. Example 1: Early on, you exit a tunnel and find yourself near a military base. You have to run past them, which means they open up fire with near-perfect accuracy. I died 6 times before I somehow made it out alive with a tiny bit of health. Why on earth would you be thrown into a situation like that?Example 2: At the Garbage, I walked up to a bandit camp with about 15-20 bandits situated there. They tell me to leave, I plan on doing so to strategize, but as I turn my back, they start shooting all at once, with high accuracy and damage output even from a distance, and multiple perfect grenades thrown at once. The only way to defeat them is to retreat hundreds of meters and to pick them off one by one as they stupidly run after you. Finally, the story in this game is not great. Apparently Clear Sky is a prequel to Shadow of Chernobyl, which I'll be honest, I didn't get from the conversations I had, and that's because the story is pretty much the same as in Shadow of Chernobyl. I'm not really sure what the point of making this a prequel was if this is how the story turned out.

So anyway, here is my conclusion after ranting for a while: I don't think this is a good final product. I think A LOT about it is great and has a lot of potential to be more fun in the upcoming sequel when there are fewer technical issues (hopefully) and some QoL concessions for newcomers to the series that undoubtedly will exist, but I also think that a lot of what these games do is try to be very realistic and make it not fun in the process, at least for me. Considering that many things about these games are indeed not realistic, I don't understand some of the fetishism, especially with things like weapons jamming constantly. If I had a wishlist for STALKER 2, it would definitely be to have more of the non-scripted stuff to actually work (how many times is mission progression blocked and broken forever because some important NPC is preoccupied with something stupid going on?), to have enemies be less or more skilled depending on who they are (bandits having aimbot on is just weird), to be able to actually bring buddies / hire people so that I don't have to face 30 soldiers on my own and with that, for the game to be less quicksave dependent. I want to actually be able to sneak up on bandit groups and I don't want 15 guns insta-aimed at me once a single person spots me, as if they all immediately know where I am. Basically, if the game is so enamored with "realism", I want it to take more steps toward that.

In reality, we will probably see Stalker 2 be pretty much the same as these three games, which would be great for all of the many fans the series has, but that means it'll probably not be for me. We'll see. Red Dead Redemption wasn't for me, while RDR2 turned into one of my favorite games ever, so maybe Stalker 2 can make a similar series-turnaround for me. I'd hope so, because as I said, there is a ton that I really like about the series. There just is more that I don't.

If you're looking for a 3D puzzle game like The Room, a game I haven't played but seen The House of Da Vinci compared to many times, then this game should definitely be on your radar.

You play as an apprentice of Da Vinci's, who has left you notes that describe his suspicions regarding being in danger. You must use his inventions and your wits to solve many different puzzles in different locations to find out more about why Da Vinci is suspicious, who might want to harm him and what you can do to help. The story bits are mostly told in scrolls and very short cutscenes after each level, but those do provide some nice motivation to see each level through, though I'd say you'll either stay for the puzzles themselves or not at all.

The puzzles for the most part range from very easy to medium/high difficulty. Until the final level, I needed to make use of hints only once and I wouldn't say I'm above average in puzzle solving. The problems for me came in the final level, where the game not only felt like it overstayed its welcome, but more and more puzzles appeared to have random solutions to them. That might also be a result of wanting to see it through quickly at the end, so I can't say this is definitely the case.

But again, for the most part, you're looking to solve puzzles by working on one thing, grabbing an item to help you complete another thing, and doing this a bunch of times until the door to the next room opens. It's a fun loop and the atmosphere and surprisingly nice looking textures do put you into the right kind of mood for this game.

If you enjoy puzzle games like this, I'd say this should be high on your "to play" list. If you don't, this won't change your mind.

(This is the 43rd game in my challenge to go through many known games in chronological order starting in 1990. The spreadsheet is in my bio.)

I took a few-month-long break from this challenge, only to return to arguably one of the most well-known video games of all time: Sonic the Hedgehog, which released on June 23rd, 1991 for the Sega Genesis. As someone who's childhood was dominated by Mario and Nintendo rather than Sonic and Sega, this was the first time I actually tried not only the original Sonic game, but any Sonic game period.

Expecting a fast paced variation to the multitude of same-y platformers that the video game industry printed out in and around 1991, I was not disappointed. For the most part.

More on the game in detail below.

STORYTELLING/CHARACTERS | 4/10

This is another one of those games that doesn't really have any in-game storytelling apart from the boss encounters. You have to stop evil Dr. Ivo Robotnik, who snatches innocent animals and turns them into evil robots.

You, of course, are Sonic the Hedgehog. I'll give the manual of this game the honors to describe him to you: "It's Sonic, the real cool hedgehog with the spiked haircut and power sneakers that give him super speed." That's a cute description. Obviously, Sega finally found their answer to Nintendo's Mario with Sonic after trying with Alex Kidd from 1986 up until Sonic replaced him. Dr. Robotnik himself turned into an iconic video game antagonist as well, though after his first appearance here, I'd think it's either because he was just the villain millions of children were chasing back in the day, or because he has a more prominent role in future entries. Either way, Sega created one of the most iconic characters in video games here, and for that they deserve all the praise they got through the years.

Every other character you know and love from the series isn't present here yet.

GAMEPLAY | 13/20

This is a 2D platformer the likes you've seen before. At least for the most part. You have to jump attack enemies to make them pop or avoid them altogether. You have to watch for spikes at the bottom of the screen, lest you want to see your demise. You need to take out bosses after the end of each area. You have to do this for multiple areas until you defeat the final boss. And you start with 3 lives to accomplish this.

The catch: You gain in speed as you gain in momentum. This means, the longer you can run forward uninterrupted, the faster you become. I don't know why I am explaining this, you all know Sonic. ... Running fast allows you to reach otherwise unreachable heights and areas to boost your score, find secrets and generally avoid the pitfalls that avoid you at the bottom of the screen.

Those pitfalls? Those aforementioned spikes for example. There are platforms you can jump on mixed in with spikes, and if you fall into them, you take a hit.

["Health" in this game explained: Taking a hit is not fatal as long as you carry 1 coin or more with you. If you get hit, you lose that coin. You can try to pick it back up before it disappears. If you run around with no coins, any hit is fatal, unless you have picked up a power-up item that acts like a shield. This is similar to Mario in that he'll instantly die if you are small Mario, but get infinite health as long as you can find mushrooms after every time you take a hit.]

With the spikes, the problem is, it doesn't matter whether you carry coins, because you don't gain i-frames if you take a hit from them. So you end up taking the hit, which throws you vertically into the air and back down on top of the spikes, which then kills you. That was pretty annoying, though they are easy to avoid once you start remembering the level map.

There are also snakes which you can only hit if you jump on top of their head, but it's easy to miss to at first and jump on top of its tail, which will damage you. Early on, there is also spike bridge which keeps spinning, and I still haven't figured out when to jump on top of it without avoiding the spikes.

I haven't gotten too deep into the game to see what about half of the levels look like, but as you can see, it's a typical design of figuring things out as you keep playing. The Arcade design with these types of games hasn't really aged well because instead of spending a couple hours and beating the game, devs put these mechanics in place to keep you playing for dozens of hours before you win, as otherwise you'd notice that the game in actuality is quite short. One full playthrough takes less than an hour, if you can actually win. And unlike a game like Super Mario World, where I would collect 30+ 1Up's without any issue, the extra lives are much more hidden, and presumable scarce, here.

There are some parts where you have to hop on platforms as they slowly appear, or where you have to avoid spikes at the bottom as previously mentioned, and those sectioned kind of felt out of place in a game that has speed as its main theme.

When you reach full speed though, and everything loops quite well, the gameplay becomes satisfying. But to reach that kind of fluidity will take you a while, at least in this specific game.

MUSIC/SOUND/VOICE | 6/10

No voice acting. I have mixed feelings about the sound design, as I thought that some effects sounded pretty good, but some pretty bad. The sound of the ground beneath me collapsing just sounds unnecessarily aggressive, the sound that keeps playing when you have the shield power-up equipped just shouldn't exist (I would describe it as such: "hatufff") and the 18 sounds that play at the same time whilst you are in the secret 'floating maze' area sounded unnerving. I think Sega could improve a lot in this area in future iterations, though I'm obviously complaining on a high level here. The soundtrack, at least for the first half of levels which I was able to play, sounded pretty good. The Green Hill Zone music I was already familiar with through, among other things, it being sampled into rap songs. In general, I thought the soundtrack was nice to listen to.

GRAPHICS/ART DESIGN | 7/10

The graphics here look pretty good for its time. Some zones are rather basic looking in presentation, some way too busy, but overall, the game is definitely above average visually. If you have played a future entry, this might be a bit harder to look, I can't say, but if you're a newcomer to the series, this game definitely fits right in with just about any game in this era. Though to me, this game is many steps behind Super Mario World in graphical presentation nonetheless thanks to Super Mario World's variety in presentation and much cleaner and unique animations. Though back then, this wasn't the predominant opinion, and you might feel differently today as well.

ATMOSPHERE | 6/10

There isn't really much here to put into a cohesive unit that emanates an immersive "Sonic-like atmosphere", and I feel like that's something that will work itself out in the upcoming releases.

The mix of sounds with everything that happens on the screen through the music and sound effects feels excessive and unconnected at times and the zones don't really tell me much about where Sonic is and what this world feels like. The soundtrack, while nice to listen to on its own, sounds like it lacks a little bit of punch to the speedster that Sonic is. Look, I know rambling about this is way too serious and ridiculous, and I agree, but that's what this section is for. I doubt many share these thoughts, but that's what I thought about whilst playing the game. Hello to you, if you actually are reading this. :-)

CONTENT | 6/10

This is a short game, if you actually manage to beat it. It takes less than one hour for a normal full playthrough. Of course, it'll take you 10+ hours to actually beat it because of all the trial and error. Besides blazing through the levels, there are some hidden secret areas that will grant you some power up items, extra lives and a boost to your total score, plus those Secret Zones where you can collect "Chaos Emeralds". The Chaos Emeralds in the original version are there to give you the good ending, if you collect them all. In some other entries, and in a 2013 remaster entry of this title, acquiring them all enables Super Sonic, an OP golden version of Sonic.

In terms of the zone differences, the game does continue to mix things up the further you progress, though not in a major way. There are also no deviations from the core gameplay here by introducing other mechanics, which makes sense, as this is the first Sonic game. For example in Super Mario World, you have levels where you can acquire Yoshi, which changes gameplay up a bit, or you have special boss and ghost zones which play differently, among other things.

LEVEL/MISSION DESIGN | 7/10

The levels in this game are put into 6 different zones plus a final zone, with each zone differing in style. Levels are for the most part designed to enhance Sonic's strength, speed, by for example giving him spirals to run through and gain momentum. At the same time, some levels include parts that force the player to take it slower, unless the player is already extremely skilled and knowledgeable about the game to rarely run into any obstacles. Either way, there are some parts where you simply need to wait for platforms to carry you somewhere or to come down to your level so you can jump on top of them.

Overall, the level design is unique thanks to the speed factor, but otherwise doesn't really stray far from the average platformer formula. That is to be expected though, as this is the first Sonic game made.

CONCEPT/INNOVATION | 9/10

This game gets a big bonus for giving us the debut of Sonic and introducing speed as such a prevalent feature in its design, something you didn't really see anywhere else on this level. Is it very unique apart from those things? Definitely not, but I don't think it needs to be, at least until Sonic the Hedgehog 2 releases in November 1992.

REPLAYABILITY | 2/5

How replayable would this game be after you beat it once? Not a lot. You are unlikely to collect all Chaos Emeralds your first time through and will likely receive the bad ending, so the main motivations to play this again would be to beat your previous score and obtain the good ending.

PLAYABILITY | 5/5

The game worked well at all times, apart from the very few areas where I experienced slowdown, though that was a given for pretty much all Sega Genesis games at the time, and in the number of times it happened here, not a big deal at all.

OVERALL | 65/100

You want to know if Sonic the Hedgehog is worth playing today? I'd say so. Unlike Super Mario World, which was this game's main competitor at the time, I can't say Sonic the Hedgehog aged quite as well. That's tough to do however, as I would say that Super Mario World is probably the best platformer of the early 90s. Sonic the Hedgehog remains the debut game for Sonic however, and this piece of video gaming history is definitely worth experiencing, and once you get comfortable with the game, gaining more and more speed with Sonic will feel more and more satisfying. Future entries will of course present you with much cleaner experiences however.

WHAT THEY SAID AT THE TIME

Steve Harris for EGM, Issue 24 (July '91): "Definitely, without a doubt, positively the most incredible action game ever created for the Genesis!"

Boogie Man for Game Pro, Issue 23 (June '91): "Sonic the Hedgehog's multi-scrolling graphics are a knockout"

(This is the 44th game in my challenge to go through many known games in chronological order starting in 1990. The spreadsheet is in my bio.)

Duke Nukem is not a franchise I'm familiar with, apart from the endless negative things I heard about Duke Nukem Forever over the last decade. I was surprised to learn that the game has its roots right here, all the way back in July 1991 on the MS-DOS. The series would go on to have three more releases over the following 20 years, including two 3D games, whereas this one is a 2D platformer/action shooter.

I've played this game for 2 hours in total and did not beat it. My main issue, which I will, among other things, touched on below, was the headache-inducing (literally unfortunately) sounds. But here are my overall thoughts.

STORYTELLING/CHARACTERS | 5/10
This game has a lengthy explanation on what's going on before you start, plus dialogue that happens between Duke and the game's antagonist, Dr. Proton, which I always appreciate for this time period. Dr. Proton is a scientist who has turned evil and wants to take over Earth (a popular backstory for video game antagonists at the time I must say). You are Duke Nukem (called Duke Nukum in game because an animated series apparently had a character with the same name, so the devs wanted to avoid a lawsuit), and have to stop Dr. Proton. The intro says the following: "Armed only with his pistol and his can-do attitude, duke is hte one person who might stand a chance of success." Really? A squad of hundreds equipped with that same pistol (or more?) couldn't stand a better chance? Duke then drops a brutal one-liner: "I'll be done with you and still have time to watch Oprah." I appreciate the silliness and am shocked at how long Oprah has managed to stay relevant, despite being one of the fakest and obnoxious people I have ever seen on television. It makes me wonder whether I should like Duke now. I digress.

GAMEPLAY | 9/20
There is nothing wrong with the gameplay in Duke Nukem other than the fact that it is very repetitive and limited in the amount of things you are able to do.

You control your character with the left and right arrow keys, you use the UP arrow key as the "action" key, like taking elevators upwards or teleporting, you use CTRL to jump and ALT to shoot your pistol.

Your goal is to reach the EXIT of an area, which can be pretty much anywhere in a given level. The game uses the space it has fully both vertically and horizontally. This means you can fall down the entire map in some levels, you have lots of space to cover from left to right and a lot of the levels are designed in a kind of labyrinth sort of fashion, as you have no pointers on where to go and some areas can be kind of similar looking. Your goal usually is to find a key to unlock access to other areas and/or the exit itself.

While you are on the lookout for the key, you have to fight off robot enemies and helicopters, you have to break crates which can either have healing items, miscellaneous items that give you points for your total score and dynamite, which explodes, so you have to watch out. There are also cameras that "watch your every move", and if you destroy every camera in a given map, you get bonus points. There is some light platforming here as well to top it off.

The game this reminds me of the most in terms of design is actually Bugs Bunny's Birthday Blowout. In that game, you also work your way through relatively large open areas with exits that can seemingly be everywhere, and on your way there, you fight enemies and collect stuff.

Unlike that game, Duke Nukem doesn't suffer from 3 FPS and basically 0 difficulty level, but I can't say I liked the level design of either game.

Duke Nukem doesn't really have the variety to keep you engaged for the 10+ hours it will take you to beat it on your first playthrough and for me, playing it at all was literally headache-inducing, which is a first for any video game I have ever played, mainly because there is no soundtrack here at all and all you here is those typical MS-DOS sound effects, which I never realized sounded so horrible until I played a game without any music.

MUSIC/SOUND/VOICE | 1/10
There is no voice acting, which is pretty typical and no big deal. But there also is no soundtrack, which is very odd. Literally no music at all. And then there is the sound design, which, if this didn't exist either, I would be inclined to at least give one point, but the sounds are so horrible and headache-inducing that I'd give this minus points, if it were to be in my rating system.

GRAPHICS/ART DESIGN | 4/10
The game looks like your cut and dry MS-DOS game. The sprite for Duke is a man who just constantly is grinding his teeth, the game lacks detail in environment and animation, there is some use of too strong colors in the background which isn't too kind on the eye and the background itself is either a still image or just pitch black. There are definitely stronger games than this that released for the MS-DOS at the time, so this wasn't that impressive.

ATMOSPHERE | 5/10
Pretty nice to see each episode move to a different setting (earth, moon, future), but visually, this game is rather basic looking and apart from the handful of dialogue that you see throughout the game, and the 0 music and ambient sound, there isn't really anything to give the impression of anything atmospheric, apart from the lack of which on the moon I guess.

CONTENT | 4/10
Game is pretty long but has pretty repetitive gameplay and mission design. Rewards for doing some extra stuff, like destroying all cameras, pretty much always is just some bonus points, so there is a lack of incentive to go through each corner of the map as well (if you can find your way there).

LEVEL/MISSION DESIGN | 4/10
A long game with labyrinth/maze like levels for no real reason. The gameplay variety here does not really justify the maps being so convoluted. The game has its fair share of fans still, just like any game from the past pretty much, but I doubt any new players will find a lot of enjoyment out of finding their way to the target, especially since the maps don't seem to be designed all too well.

CONCEPT/INNOVATION | 3/10
This is a platformer that doesn't really do anything differently. Perhaps it was an above average platformer on the PC, but there several other platformers who have done just about everything better than Duke Nukem does here.

REPLAYABILITY | 1/5
No real replayability after you're done, unless you want to get those bonus points and increase your score.

PLAYABILITY | 5/5
The game worked well at all times.

OVERALL | 39/100
This game is celebrated for being one of the best platformers for the MS-DOS at the time. Flux magazine ranked it the 39th best video game of all time in 1995. I have played 44 games for this challenge and this score would rank it 39th also. The lack of music and the terrible sound design really make for a brutal experience, and couple that with the repetitive nature of the gameplay and you really feel like you're in for a nightmare. Play it on mute, and it's not quite that bad, but still hasn't aged well.

(This is the 40th game in my challenge to go through many known games in chronological order starting in 1990. The spreadsheet is in my bio.)

This review of Battletoads comes months after I initially played the game, as I took a break from the challenge shortly after, so I might be iffy on some details in this review. One thing I know for sure though is that I was impressed by it and how, in a lot of ways, Battletoads did things I have not seen any other game do up to this point. At the same time, it's ridiculously difficult, which is counterintuitive when the developers clearly put a lot of energy and passion into creating all the levels this game has on offer.

Battletoads released on June 1, 1991 for the NES and later got released for the Sega Mega Drive, Game Gear and Game Boy. It's a beat 'em up / platformer game, was developed by Rare and just a few years ago, in 2020, actually got a reboot, but released to an underwhelming reception. One thing that is critized about the reboot is that it lacks the difficulty of the original, however, having played the original, I can't say that in itself is a bad thing, considering that this game goes way overboard with that. But if you want to reboot a game like this and take advantage of the name recognition among its fans, you need to realize that those fans most likely remember this game FOR its difficulty, so I guess that criticism is justified in that regard.

However, all my thoughts about the game you can find in my review below.

STORYTELLING/CHARACTERS | 2/10

There is very little story here apart from the set-up. There are three Battletoads called Pimple, Zitz and Rash. Yeah I know, very endearing names. They are escorting Princess Angelica. Pimple and Princess Angelica find themselves kidnapped by the Dark Queen and her gang, so Rash and Zitz are sent to rescue them. Rash and Zitz are differentiated in color but in this game, there aren't really any other differences between the two. The SNES game that released in 1993 actually gives each character different powers.

GAMEPLAY | 14/20

This is a very fun game to play, at least over the first third/half of the game. Most levels are actually unique in design, in some you just beat up enemies, in one you climb down a "wookie hole" and fight enemies whilst hanging from a rope, then there is an ice level where you dodge rocks and throw snowballs, a level where you surf, where you climb snakes, where you have to quickly run through tubes while large gears try to mow you down and much, much more. There is incredible variety here, and so much creativity in the design of each level, that you just have to wonder why they decided to make this game so difficult.

I'm going to go out on a limb here and say that Battletoads would have done just fine, if its levels were actually beatable without having to spend dozens and dozens of hours to collect the muscle memory to beat this thing. For the majority of players,, most of the levels this game has to offer will simply be unachievable, whether through lack of skill or 'willpower', though I'd rather call it thickheadedness to put oneself through the torture of perfecting every button press in order to win.

In one level for example, you have to race a rat to the bottom of the map. The rat is so fast, that you simply will not beat it unless you figure out when exactly to move exactly where in the exact millisecond to avoid losing momentum. I simply could not do it after hours. That includes using an emulator and rewinding every time to try and get it down perfectly. To think that people had to do it through trial and error and with limited continues, and the thought of that just makes me nauseous.

Somehow, I got to the next level however, which is actually the penultimate level in this game. Here, you hold on to a tire and have to run away from a lollipop-like looking circle that rushes after you. To not lose your speed, you need to move left, right, up and down through many many corners and have to press the appropriate button at the exact moment that you reach the edge of the line that you are currently driving on. Miss it by a tiny bit and you already lose speed and I think just a couple of those misses are already enough to have you be outrun and overrun. It's just brutal and a little more leeway would still have this game last many hours, but actually be beatable in a proper amount of time.

As it is, the game is incredibly varied in its level design, a lot of fun, but incredibly frustrating altogether.

MUSIC/SOUND/VOICE | 6/10

There is no voice acting. Both the music and sounds are not really anything special in my opinion as far as the NES goes. Playing this game for dozens of hours to beat it will of course burn the music for the first few levels into the players brains, and I personally found the first few songs to be the best (best being slightly above average) but the overall soundtrack to be average, if not below average.

GRAPHICS/ART DESIGN | 9/10

This game looks good graphically for an NES game. Where it is very good is in the sprite quality and especially in its animation. I chuckled the first time I saw Rash's jaw literally drop to the floor when he saw a strong enemy. But even apart from that, good animation work is omnipresent in this game and it definitely adds a lot to the presentation here.

ATMOSPHERE | 8/10

The vibes in this game are pretty positive based on the presentation. Sounds, graphical design, level design and soundtrack combine to trick you into thinking this will be a fun little affair, but then you add the difficulty to the mix, which we frankly have to as it is such a big factor in this game, and it starts to get a little weird. I can't tell if it's positive or negative weird.

CONTENT | 5/10

On the one hand, I want to give a much better score here because the content is so varied and original, but on the other hand, the majority of these levels come with the caveat that they are simply very, very tough to beat without hours and hours of frustration and/or the use of the rewind feature of an emulator of your choosing.

LEVEL/MISSION DESIGN | 7/10

I got similar feelings here as in the "content" section, however, I'm gonna be a bit more friendly here because the levels are just that creative. You gotta think though, was the design choice to make it so difficult made before the levels were designed or after? Either way, I'd like to know what the devs who designed these thought about the choice to make the game so difficult, because it really is a waste of the creativity and passion put on display here for the latter levels.

CONCEPT/INNOVATION | 7/10

Few games are these varied and creative during this time period of gaming, especially amongst platformers. Many devs however chose to make their games more difficult than they would in a world where making games last longer without the added difficulty had been possible.

REPLAYABILITY | 1/5

Unless you're a masochist, you're not replaying this after/if you beat it.

PLAYABILITY | 5/5

The game worked well at all times.

OVERALL | 64/100

A fantastic showcase of how creative developers were at this time in video gaming history. They pulled a lot out of the NES and then some, made each level unique, put a lot of love and attention to detail, only to decide to make this game tough as nails and not allow most of the players to even see the majority of levels the devs spent so much time on designing. Very weird, but it's clear why Battletoads has its hardcore fans. I'd say absolutely check it out, but don't be surprised if you don't make it far before you drop it.

(This is the 41st game in my challenge to go through many known games in chronological order starting in 1990. The spreadsheet is in my bio.)

I think this is the first time in this challenge that I'm playing an actual sequel, though Ninja Gaiden III: The Ancient Ship of Doom chronologically actually plays between Ninja Gaiden I and II. The game came out on June 21, 1991 for the NES. I've actually played this back in December, so my memory of the game isn't so fresh, which means this review will be a bit shorter.

STORYTELLING/CHARACTERS | 7/10

This series is known for an unusually big focus on its story at the time, giving players cutscenes that could last for minutes at a time after each level. Add a recognizable main character in Ryu Hayabusa, and I can't really not give this series a solid grade here. What has it stay a couple levels behind other story-heavy games of this time like Metal Gear 2: Solid Snake and graphical adventures, is that the story is missing that one ingredient which makes it memorable. Sure, there is the conspiracy with Irene, Ryu's love interest, being killed by a Ryu Hayabusa lookalike, and sure, there are a few twists present here, but it never really goes deeper than that. You don't gain deeper insight into the mind of Ryu, the antagonist simply has a "take over the world" motive that you see everywhere and the conclusion is pretty much what you would expect. That is not a bad story overall, it's just pretty basic with a few cool little moments and revelations. For video games at the time, again, it's great to see that a game spends so much time to tell a story, but it's not going to make you think about the game after playing it, or beyond the game whilst playing it like Metal Gear 2: Solid Snake for example.

GAMEPLAY | 12/20

The Ninja Gaiden series has hack & slash and platforming gameplay, and that's the same here. This is on the NES just like Ninja Gaiden II was, so there are no improvements here that an SNES release would have given. It did get released for the SNES as part of the Ninja Gaiden Trilogy years later however.

Ninja Gaiden to me felt a bit worse in terms of its gameplay than what I played of the second title. The enemy design felt worse for some, it felt like some features were missing like the ability for Ryu to clone himself, which added a different layer to everything in Ninja Gaiden 2, and so overall, this felt like a worse version of an older game, which is never great for a sequel.

In general though, the hack & slash gameplay in this series is not too bad, it just felt disappointing that this game was made for the NES again and didn't improve, which an SNES release surely would have accomplished.

MUSIC/SOUND/VOICE | 8/10

There is no voice acting. The soundtrack is really good. I really like the fast pace to all the beats and it definitely supplemented the game well.

GRAPHICS/ART DESIGN | 8/10

The game looks good for an NES game. The graphical presentation, both overall and in cutscenes, is absolutely a plus here.

ATMOSPHERE | 8/10

Varied environments throughout. The urgency put forward by the story along with the great soundtrack make for an exciting affair throughout.

CONTENT | 6/10

The game is just about as long as the previous one I believe, and while the game has a high difficulty overall, what's on offer here is plentiful and challenging. The gameplay is pretty much the same throughout and there isn't much else to this game though, but that's not an issue here.

LEVEL/MISSION DESIGN | 5/10

Platforming / Hack & slash sections followed by a cut scene. You do this throughout and then the game ends. Unlike many other platformers, there aren't any levels that try to mix things up a little bit, and the game's difficulty is too high in my opinion.

CONCEPT/INNOVATION | 6/10

I can write pretty much the same thing here as for the 2nd game in this trilogy. Its focus on storytelling makes this be a pretty original game, the core gameplay is fun, but this is a small step back overall in my opinion.

REPLAYABILITY | 2/5

Apart from trying to beat your high score, there isn't any other motivation given to play this game again.

PLAYABILITY | 5/5

The game worked well at all times.

OVERALL | 67/100

Great soundtrack, big focus on storytelling, which is always a plus in my book for this time period, and pretty fun gameplay makes this a recommendation. However, I'd rather recommend the second game for newcomers to the series, which actually is an improvement over the first and probably the best game in this NES trilogy.

(This is the 44th game in my challenge to go through many known games in chronological order starting in 1990. The spreadsheet is in my bio.)

The SNES just keeps delivering. Here, we have a game I heard way less about than the other SNES titles I have played already. This game is called The Legend of the Mystical Ninja and is part of the Ganbare Goemon series. The game released in Japan on July 19, 1991 and is the first game of the series to release in the West (in 1992). It doesn't move the needle necessarily in its gameplay, however in its presentation and in its content, where many other games would have to be described as lackadaisical copy-cats, The Legend of the Mystical Ninja proves to be an exciting game that tries and succeeds in offering a lot of fun activities outside of its core gameplay loop.

STORYTELLING/CHARACTERS | 4/10

You are Kid Ying (or Goemon originally), and if you play this in two-player coop, the other player would be Dr. Yang (or Ebisumaru originally). You are two ninjas who go on a heroic adventure, which has the ultimate goal of finding and freeing Princess Yuki. On your journey, you will meet many characters, both named and simple NPCs, who will each at least have one line of dialogue, typical of most action adventures of this time. Some more important characters have a bit more to say, and in addition, the end of each level comes with a quick recap of what just happened and where Kid Ying and Dr. Yang are going to next. It's simple. It gets the job done.

GAMEPLAY | 15/20

I played this on my own, so I'm going to describe this through the perspective of Kid Ying. He has multiple weapons he can upgrade towards, starting with a pipe-type of weapon, which can ultimately transform into a yo-yo with much larger reach. An upgrade is made with each time you collect a cat item. Your main combat ability is to press Attack and swing the melee weapon. Most enemies die to one hit and that's what you do for the entire game combat-wise. There are also multiple types of Judo attacks you can learn in Dojo's. These are special abilities that usually don't last long and can only be used in the zone/level you acquire them, like riding a Tiger, flying yourself or shooting lightning that kills everyone on screen. It's a simple but neat mechanic.

All zones are interspersed with tons, and I mean TONS, of mini games to partake in. There is dice rolling, a memory game, a paint game, whack-a-mole, a lottery game, damn arcade games like Gradius, a quiz show and a lot more. These require you to pay a pretty big amount of money to play, and the goal usually is to do well enough to try and come out of it with more money than you put in. I can't say I wasn't vary of how this would introduce kids to gambling at a very young age. Some levels require you to buy items for up to $1000, whilst each enemy you kill would only give you $10. So to pass the grind, the fastest way to make money would be to try to double your money with dice rolling for example. Luckily for me, a loss isn't a big deal, because thanks to the power of emulation, I can rewind and try again, but for all the kids playing back in the day, this actually adds more stakes to the gambling by locking progress behind money, so I can't say I was a fan of all of these mini games. Notwithstanding that, most levels have no money requirements and you can kill a few enemies and play a bunch of different mini games to break up the monotony, which overall is a major plus here.

Finally, the absolute highlight here for me is the variety you find in the boss fights. Just do yourself the favor and go take a look at them. The amount of creativity put on display here with the technological availabilities at the time is just insane. The graphical presentation of the bosses just puts the icing on the cake. The only bad part here is that some bosses are very difficult, and unfairly so in my opinion, which is definitely a shame, but it doesn't take away from the fact that these boss fights have been among the most pleasant I've experienced since starting this challenge.

MUSIC/SOUND/VOICE | 8/10

There is no voice acting. The soundtrack here is truly wonderful, it has a great theme befitting a "ninja hero" adventure with lots of great tracks.

GRAPHICS/ART DESIGN | 8/10

This is one of the first SNES games ever and the game certainly takes advantage of the 16-bit capabilities of the console by creating this colorful world that at times does lack in diversity, but makes up for it through attention to detail in many areas like the circus one. You'll find lots of environmental pieces to appreciate here, like in the bark of the trees or the water, which looks excellent for a game of this time. And as mentioned previously, the graphical presentation for the boss fights is top notch, and the same goes for the enemy design in general.

ATMOSPHERE | 7/10

The music, the art style and graphical presentation overall certainly makes for a great overall game from an atmospheric standpoint, however it does feel odd to have all these mini games present for the main character in an environment where he fights dozens of hostiles.

CONTENT | 8/10

Lots and lots of side content here to get distracted by. Minus points for not offering the same diversity in the main gameplay and for making certain levels too grinding or gambling focused.

LEVEL/MISSION DESIGN | 7/10

You find yourself in many different zones, each with a few map slides that you can walk through and fight enemies or play mini games in. In most, you are free to choose whether you want to grind for money, play those games or move on to the platforming type area with the boss at the end. You reach these areas by finding a bear guarding the entrance to them. Before you enter, he warns you that you are about to approach a "dangerous area".

CONCEPT/INNOVATION | 7/10

I haven't seen any other game that offers this many mini games next to its main content, and that's certainly a unique concept. Apart from this, the game plays like a basic adventure/platformer, which is not a bad thing.

REPLAYABILITY | 2/5

Apart from trying to beat your high score, there isn't any other motivation given to play this game again. You could certainly go back and play some of the mini games you missed the first time through or use more of the Judo attacks.

PLAYABILITY | 5/5

The game worked well at all times.

OVERALL | 71/100

Definitely one of the few games in this challenge so far where I would recommend to go back and play it, though I wouldn't say it's a recommendation to all gamers like with Metal Gear 2: Solid Snake and Super Mario World, but rather a recommendation to those who enjoy retro games, as I'm sure plenty of retro gamers actually missed out on playing this game, which to me is pretty underrated due to what it has on offer here.

(This is the 46th game in my challenge to go through many known games in chronological order starting in 1990. The spreadsheet is in my bio.)

Streets of Rage is Sega's answer to Capcom's very popular Arcade game Final Fight from 1989. In many ways, it's actually pretty much a copy of that game. It does have three reasons however, which make me happy about its existence. First: The challenge started in 1990, so I didn't play Final Fight. Second: The soundtrack in Streets of Rage is not only better, but it's one of the best soundtracks this challenge has seen so far. Third: The gameplay, while dated today, is actually quite addicting anyway.

STORYTELLING/CHARACTERS | 1/10

A criminal organization has taken over the city, and only three brave police offers are there to try and stop them. Adam Hunter, Axel Stone and Blaze Fielding. Wasn't expecting this much, let alone more from a game like this. They are slightly different from each other in terms of Power, Speed and Jump, and they specialize in a different fighting skill according to their bio, but from what I can tell their move-set is pretty much the same.

GAMEPLAY | 14/20

If you've played Final Fight, you've played Streets of Rage. It's a side-scrolling beat 'em up game where you walk through eight different locations, fight enemies and ultimately a boss. You use your fists, punch and slam combinations and melee weapons that you can pick up off the floor to beat up hostiles until they are knocked out. You have three lives per continue and three continues. There is one special ability you have that is the same for every fighter, which is police back-up that shoots a missile from far away to one-shot all enemies (excluding bosses) and to damage bosses significantly.

Overall, difference in characters is slim and there aren't many features here in general. You'd think that this makes the game very boring, and if you've played modern versions of this genre, it might be, but for someone who doesn't play beat 'em ups much, this was pretty fun. Combinations of combo attacks, followed by german suplexes and flying kicks can look pretty satisfying when it flows well. The simplicity of the gameplay itself even is enough to turn this into an enjoyable loop, though I do hope that next year's Streets of Rage 2 manages to build on everything, as that kind of potential is quite evident here.

Boss fights are a mess though. The majority of them are stupidly hard to even hit, so you often simply have to take the death and use the 1 special attack you have available after each time you die. You damage them enough this way to go to the next level. Unfortunately, this always meant the end for me at Level 6, which I assume is where the majority of players are stuck at, because fighting these bosses ultimately necessitates finding a way to "cheese the mechanics" and kind-of get bosses stuck in a loop they can't get out of. Even if you succed there, it doesn't really feel like you accomplished something, so there is lots of room for improvement here.

MUSIC/SOUND/VOICE | 8/10

Voice acting is limited to the "screeching sounds of death" as I'd like to call it, which seems to become a familiar sound for Sega Genesis games. I don't know if it's the soundboard on the Genesis, I assume it is, but the synthetic screetchy sounds are definitely ones I still am getting used to. These screeches are also your indicator for having killed/knocked out enemies, and it's also the sound your character makes after a particular combination of moves. Apart from that, on the sound design aspect, I feel like punches could sound meatier.

The soundtrack however is the true highlight of this game. It already starts with the vibey main menu track , and it continues into the character selection screen. Even the first thing you hear when you start a new playthrough, that kick, will get you into buttkicking-mode instantly. And it just continues to be kick-ass from there. Great soundtrack.

GRAPHICS/ART DESIGN | 7/10

The game definitely makes use of the Genesis' 16-bit tech by going into great detail with the environment itself. The first level, which plays on a street at night, has pretty much all buildings/stores in the back and their signs well-lit and has them flickering into different colors all the time to showcase the color-palette available here. In other levels, you are able to see the big city lights and buildings shine from afar and the lights reflect into the water even. What is less impressive here is the design of the enemies. There aren't many enemy types here, though enough of them do act differently, but instead, enemies are recycled by just changing the color of their clothes and/or hair to signal more difficult versions.

ATMOSPHERE | 8/10

It's Streets of Rage alright. You listen to kick-ass beats, kick ass and enjoy varied and partly beautiful, dark yet shiny environments.

CONTENT | 6/10

There are 8 levels, which is actually a pretty good length. Unfortunately, the boss design is supbar and I can't really say any boss fight has been enjoyable here. Fighting through hordes of enemies is fun before you get to those bosses, but the game does lack variety there or at least a better conclusion to those levels in terms of better bosses. Better, easier to fight bosses, a few more levels and less recycling of enemy assets wouldn't have hurt. Maybe in the next one.

LEVEL/MISSION DESIGN | 6/10

This is pretty simple level design for the time. Side-scrolling beat 'em up action with bosses at the end of each level. The game does well to change up the scenery enough to counteract the repetitive nature of the gameplay a tiny bit, but ultimately, where it fails is with the boss fights, which absolutely could and should have been less of a crapshoot in terms of "can I actually touch the boss before he evaporates all my health in a couple of hits?".

CONCEPT/INNOVATION | 2/10

Can't really give many points here when all of this has pretty much been done in a shockingly similar fashion in Capcom's Final Fight. It's a simple and fun concept, but nearly completely copied nonetheless.

REPLAYABILITY | 3/5

There are three characters to mix new playthroughs up with, albeit limited in differentiating factors. Other than that, the main motivation to play again after beating this is to up your score.

PLAYABILITY | 5/5

The game worked well at all times.

OVERALL | 60/100

You got one of the best soundtracks of the early 90's here and some simple, fun gameplay. Unfortunately, the boss design isn't great, the gameplay is extremely similar to Capcom's Final Fight and these days, you're likely better off trying newer iterations in the series, though it's worth starting here if you haven't experienced Streets of Rage yet, simply to hear the soundtrack in action.

(This is the 47th game in my challenge to go through many known games in chronological order starting in 1990. The spreadsheet is in my bio.)

It's always exciting to hit a milestone in video gaming with this challenge, and we certainly did that by arriving at the first 'Final Fantasy' game for the SNES, Final Fantasy IV. Called 'Final Fantasy II' in North America, because FF II and III didn't release in NA originally, Final Fantasy IV is a rather big step forward for the series in many ways. It originally released for the SNES on July 19, 1991 and was re-released for PlayStation in '97 before the decade was over. The game also got a 3-D release in 2007 for the Nintendo DS, which, if ever get there, will probably be the time where we revisit it. Is it worth revisiting? Absolutely it is, but I'll go through all of my thoughts one by one in this lengthy review, hope you enjoy the read.

STORYTELLING/CHARACTERS | 8/10

Finally a game with more to write about than "this is character X, he is hunting after evil person Y to save person/object Z". In Final Fantasy IV, the main character is Cecil, who is hunting after Golbez to save Earth. Just kidding, there is of course a lot more to this.

Cecil is a Dark Knight and Captain of the Red Wings at the start of the game, an elite air force unit of the kingdom of Baron. They are tasked to steal the Water Crystal from Mysidia, which makes Cecil feel guilty and ask the king of his motives. Due to this, he is relieved from his duties as Captain. He, along with his friend Kain, is taked to go to the Village of Mist and deliver a package there, a package that, once they arrive, releases bombs and destroys the village.

In the aftermath, he meets Rydia, who is a young and gifted Caller who loses her mother during the bombings and summons a Titan out of anger, a Titan that causes an earthquake. The earthquake separates Cecil and Kain, and leaves Cecil next to an unconcious Rydia, whom he brings to a nearby town. There, Baronian soldiers try to kill Rydia at night, but Cecil fights them off and he and Rydia become allies as a result, and Rydia can help you in battle.

From here, Cecil goes on to meet many important characters that have story impact and/or become playable characters. There are a dozen playable characters in fact, which regularly rotate throughout the game. There are Cecil, Kain and Rydia, then there is Cid, an aircraft engineer, Edward, the Prince of Damcyan, Tellah, a sage, Palom and Porom, twin mages, Rosa, Cecil's love interest and many more. Each character has a set class, so the job system from Final Fantasy III doesn't make it over here.

Final Fantasy IV is lauded for taking a big step forward in dramatic storytelling. Is that fair? If you compare it to games from the last decade, FFIV obviously does very little in comparison. If you compare it to the 46 other games I've played through this challenge, Final Fantasy IV is probably only outmatched by Metal Gear 2: Solid Snake, and blows everything else out the water just thanks to its depth and its many, many, dramatic set pieces.

THE PART WITH THE SPOILERS: The problem? So, the dramatic scenes mainly include the death of some of the playable characters. Palom and Porom turn to stone to lean against walls that were closing in to crush the party. Tellah can't bring them back to life. "They have turned into stone by their own will." Yang, a monk from Fabul, sacrifices himself to do ... something in a control room to destroy artillery systems, I couldn't make sense of that one yet. Cid BLOWS HIMSELF up to allow Cecil and crew to leave an underground area. Tellah uses his life energy to use a powerful spell and scare off the antagonist, Golbez, for the time being at least. Some manage to feel more dramatic than others, but the issue is, that apart from Tellah, all of them return to life later on. What? It's like they couldn't do that to all the kids playing the game, so they reversed their decision a few hours later into the game. Are any of these returns explained? Nope. Palom and Porom's return is actually, but apparently it's because their elder unpetrified them, but I thought you couldn't do that because they turned into stone out of their own will? Oh well. As a result, all the dramatics that are being lauded end up being teases than anything else, which is a shame. The game also pulls one of my least favorite ploys of any story, in a game or any other medium, which is present you with a main antagonist for pretty much the entirety of the game, and then announcing an even bigger antagonist right before the end, an antagonist who you never meet until the final boss fight. All this said, some characters do stay dead, and the plot twist of Golbez being used by Zemus, being the brother of Cecil and killing all of these innocent characters does manage to stir one's emotions, especially as you are left feeling like all of this could have been avoided.

The main themes of the game are, of course, the interplay between the Dark and the Light, and the power of friendship / support of your loved ones. Especially the latter you will find to play a role in a ton of JRPGs near the end, but not only does it work, but FFIV is one of the earlier games to do it.

From a critical standpoint, obviously the story does not leave you impressed anymore. There are some plot holes, the dialogue being rather basic, characters being one-dimensional, characters being swapped in and out regularly (which doesn't allow for character development for most) and many of the tropes you've become used to.

But if you look at it from the perspective of your inner child, and, from the perspective of the early 90s, you can't help but feel impressed by what this game set out to do and what it accomplished. Knowing what I know about the reception of the Final Fantasy games that are to come, I'm pretty excited to dive further into the series, which this game accomplished a lot more than Final Fantasy III did.

GAMEPLAY | 13/20

Final Fantasy IV is at a glance of course the same as the previous one's from a gameplay perspective, and as the one's to come in the next years as well. You have your party on the right side, the enemy's appearing on the left side whenever you are randomly (or as part of boss fights) pulled into battle, and you order each member around on a turn-by-turn basis by telling them to attack, use special attacks, use healing magic or an item from your inventory.

But looking at it deeper, there are some additions, subtractions and changes compared to FFIII. First, the game introduces the 'Active Time Battle' (ATB) system, which means that you need to give orders in 'real-time'. So if you take too long, the enemy will not wait for you but instead start attacking again. Second, this is the first Final Fantasy where each character has a pre-determined job/class and unlike in FFIII, there is no job system, so it can't be changed. Third, this is the first and only Final Fantasy which allows your party size to be five. Finally, unlike the previous versions, this has a very simple character development system, in that spellcasters get to gain new spells as they reach pre-determined levels, so you can't purchase spells and give them to your characters anymore.

For the first half or so of this game, this was considerably easier than FFIII. Without having to grind at all, you could pretty much spam attack through the entirety of the boss fights in the first half and heal with your white mage. Done. Then, three things happened. 1) Bosses and regular enemy types start doing a ton of damage, 2) You pretty much have to find a bunch of hidden items in order to deal enough damage or have enough defense to withstand the stronger enemies and 3) The game introduces the single worst enemy attack ever to a bunch of enemies and to pretty much all late-game bosses, which is one-hit kills. Doesn't matter if you're at full health, if you are parrying or whatever, you will simply get one-shot.

This is the biggest game design flaw in my opinion, but there are a few more minor ones that become annoying. For example, if you want to heal someone and he dies before the healing animation plays, you pretty much wasted a heal. If, on the other hand, you anticipate a death and use LIFE on someone (to revive them), and the character does indeed die before the animation plays, you still do not revive them. If you want to punish me due to timing, I should be rewarded for anticipation as well. There are also a lot of late-game bosses that pretty much attack you after each turn of one of your characters, meaning that before you go through all five party members, you are attacked five times. If you don't grind a lot, look up a guide to find all those easily missable 'OP' items and go through OPTIONAL late game areas to grind/get items as well, those attacks all also do a ton of damage.

This all culminates for the final boss fight, where it is not difficult to arrive in a state where your entire party can get one-shotted. I think this is really poor game design where simply following along the main storyline is punished this way. Once you're there, grinding the area immediately prior to the boss fight for hours is pretty much the only thing you can do at that point, and as you can imagine, that's no fun.

Overall, the ATB system I'd say was more negative than positive to me, because you're essentially being punished for having to go through various menus to find the option that you're looking for, which gives your enemies ample time to skip the attack order and strike again. I'd have rather appreciated more time to choose and strategize.

But all the critique aside, if you want to look at it from a glass half-full perspective, the game rewards you for taking your time with the game and then some. It rewards you for not escaping out of fights more than a couple times, for going through optional dungeons, visiting optional areas and yeah, grinding a little bit, by allowing you to make your way through the game easier. At the same time, it makes completion impossible if you simply follow the main path, which is what irks me.

The gameplay itself, which does continue to involve from one Final Fantasy entry to another, is also still not varied enough to really make me feel like playing those extra 5 - 10 hours to do all those optional things or to pop open a guide to go through dungeons again and find those missable items hidden each and every way.

But ultimately, whether you enjoy this or not will pretty much depend on whether you enjoyed the combat system in the other turn-based Final Fantasy entries. This one will improve upon that in some ways, potentially worsen in others depending on your viewpoint (ATB system) but will stay the same more or less.

MUSIC/SOUND/VOICE | 9/10

No voice acting. This game takes it a step further with its sound design in that there are a bunch of different attacks with their own special sound effect. That's a small thing, but definitely noticeable. The soundtrack for the most part ranges from good to great. There were a few tracks that I remember hearing in the few hours that I had spent on FFVII before I started this challenge (Red Wings for example), and they were good tracks, so it bodes well for FFIV's soundtrack for those to be originating here. Of course, some tracks are relatively similar to earlier FF entries (battle themes) but the main beauty in the soundtrack of FFIV lies in its diversity and the way it hits the tone of the different dramatic scenarios. You have your romantic tracks (Theme of Love), your ominous tracks whenever you'd take a look at what the antagonists where doing (Ring of Bomb), bittersweet tracks that capture the feeling of powering through despite the loss of your loved ones very well (Rydia), the sad tracks for one of many sorrowful moments (Cry in Sorrow) and then your "shit's going down" track to top it off (Run!!!). Each city/town/village have their own themes as well, many of which differ in tone and theme. Overall, one of the great soundtracks of the early 90's.

GRAPHICS/ART DESIGN | 8/10

The jump to the SNES from the NES obviously comes with an improvement in graphics. From improved sprite quality and detail, to increase in detail in the overworld, in locations and in dungeons, to more impressive looking special effects and enemies, and to actually have a background in the battle screen that aligns with the overworld location / dungeon you find yourself in, all of these points are improvements over the previous main entry. Then you add the underworld, some futuristic looking locations and the damn moon to add some variation to the environments and this is overall the kind of step up you would like to see with the jump to the 4th gen of consoles.

ATMOSPHERE | 5/10

You have a mash of themes here with medieaval fantasy along with elements of science fiction, both in terms of location and enemy design. At the same time, apart from using magic, your party is limited to weapons and skills you'd only see in medieaval fantasy, whilst you're being beamed with lasers and such from the enemies. The soundtrack would also support a focus on medieval fantasy rather than the science fiction elements, so it can feel out of place.

CONTENT | 7/10

You have 12 party members overall, about a dozen or so main + optional dungeons, about as many towns/villages/cities, plenty of different versions of your equipment, plenty of dialogue compared to pretty much any other game out there at this point in time and overall a good 20-30 hours of content depending on how much of the optional stuff you end up doing. The optional dungeons are more of the same compared to the main dungeons, of which more than a couple do unfortunately lack in variety and are much too big in size. Apart from those dungeons, and a little bit of optional dialogue here and there, there isn't much else as far as side content goes, but overall there is plenty to do here if you're not opposed to repetitive gameplay.

LEVEL/MISSION DESIGN | 5/10

The formula works in a specific way throughout. You go into a dungeon and go in deeper and deeper until you defeat the boss, get back to the quest-giver and get story progression. This game doesn't deviate much from that formula, but it's a good formula, so it doesn't have to. It would be appreciated if it did in some sort of fashion though, because unless you are really into using the same few moves for dozens of battles per dungeon for a dozen dungeons, it will get repetitive after a while.

But a part I subjectively don't like about these old-school RPGs and that I appreciate about more modern ones is the fact that, whether you go through the main path or grind a lot more and do optional dungeons/side quests, the game is designed in a way to be beaten either way. So for the game to be unbeatable at the final boss for me, I definitely didn't like that personally and would call that poor game design personally.

CONCEPT/INNOVATION | 6/10

This game successfully evolved the Final Fantasy formula and made a rather big leap in storytelling, which is great to see. It didn't put everything in terms of storytelling together quite yet, but it's much improved, and the jump in graphical quality makes this a big step forward compared to FFIII for sure.

REPLAYABILITY | 2/5

If you didn't do any or much of the optional content and still managed to beat this game, you have a few optional dungeons to look forward to for replay value.

PLAYABILITY | 5/5

The game worked well at all times.

OVERALL | 68/100

You want sequels to be better than the previous game in some shape or form. Final Fantasy IV is better in many ways compared to Final Fantasy III. Graphics are much improved thanks to the jump to the SNES, there is a much bigger focus on storytelling and the new ATB system, even if not ground-breaking, can be something that makes battles more enjoyable to you. So yes, FF IV is better than FF III in my opinion. But ultimately it comes down to this. Did you enjoy earlier FF versions? If yes, you will enjoy this more. If not, you won't enjoy this either. Personally, I enjoyed it but see a lot of room for improvement, and am excited to see what Square came up with for Final Fantasy V.

(This is the 48th game in my challenge to go through many known games in chronological order starting in 1990. The spreadsheet is in my bio.)

I think if you're looking to get into the much-beloved Metroid series for the first time, Metroid II: Return of Samus (Dev: Nintendo R&D1 / Pub: Nintendo) won't be the best place to start. The game released in November 1991 for the Game Boy, unlike the original which came out for the NES, and if you really don't want to pass by this game, you would probably be best served going for its remake from 2017 for the Nintendo 3DS.

The game isn't 'objectively bad', not even close actually, but it suffers from pretty much all the lack of QoL features that you'd expect from games of this time. This makes it tough to play unless you don't mind looking for the way forward for, potentially, hours at a time, and even then, the future releases will serve you with much more enjoyable gameplay in pretty much every way. But all of that I talk about in detail below.

STORYTELLING/CHARACTERS | 3/10

As in the original, you play Samus Aran, who is a Space Hunter working for the Galactic Federation. Her goal is once again to go to the planet SR388, where she is to exterminate the remaining Metroids after both a ship full of researchers and armed soldiers went missing. All of this can be found in the manual. In the game, you press START and are immediately loaded in and stand in front of your ship and are not given any further information.

The main things you will take away from this game in terms of story/characters are the following

Samus is a badass character just simply based on design and she gets shit done when others can't (not unlike many other one hero vs the world games, but effective)

The fact that there was no color for the Game Boy meant that the devs had to add the round metal shoulder pads to differentiate between her Power Suit and Varia Suit, a feature that has stayed with Samus ever since

POSSIBLE SPOILER: The ending cliffhanger, without dialogue and voice acting, is really well done. Samus finds an egg of a Metroid hatchling, which follows her to her ship. What will this cause in the sequel?

So Metroid II doesn't really do much different from many other platformers / Action Adventure types like this in terms of story, but it does manage to stand out a bit thanks to its ending and its main character.

GAMEPLAY | 9/20

You will most likely be familiar with the Metroid formula by now. Start with limited abilities, explore multi-pathed levels multiple times by leveraging new abilities that you gain constantly as you progress. It's a pretty popular genre, and Metroid games pretty much pioneered them. Unfortunately, early iterations come with some growing pains as the developers looked to find a balance of their vision and what they could realistically expect players to be willing to push through.

Before we get there, here is the gist of how this game plays. You control Samus in a 2D side-scrolling game where you can shoot projectiles, jump and even roll up into a ball to squeeze through holes. Your goal is to traverse this map and find all Metroids, which are parasitic creatures that, unsurprisingly, form the main enemy types in this series. Throughout your journey you get access to new skills and attacks, which not only allow you to stand a chance against later bosses, but to also unlock areas that were previously inaccessible.

I personally have a mixed relationship with Metroidvanias, though "utility-gated progression" usually isn't my main issue but rather the convoluted design of the maps and/or the gameplay itself, and both creep up their ugly heads here as well, though I can excuse it much more for a 30 year old game rather than some of the newer entries into the genre.

Firstly, this is a Game Boy game, and unlike the NES version, Samus covers 1/4 of the screen here, which from the get-go makes for an awkward affair when trying to dodge enemies reliably. Her jumps are not sensitive to button presses at all, so you need to press JUMP quite a while in order to make a long jump, and in areas where platforms are separated by some sort of health-evaporating substance in between, these jumps can become quite unreliable and hence frustrating.

Frustrating is actually a big thing with this game. The reason why you want to take hits as few times as possible is because there are few save points here and they are pretty far from each other, so you will constantly find yourself warp all the way back to the checkpoint whenever you die. And due to the level amount of health you're playing with, you'll find yourself die a lot. There are no immediate do-overs. Die and you go all the way back.

The worst part however is the fact that there is no map. So you either have to draw the map along as you play or have great memory. Plus, progress forward isn't as cut and dry as moving forward. Sometimes, progressing means finding some randomly placed hole in a wall that you can only reach by turning into the balled-up shape I was just talking about. It doesn't help that many areas look exactly the same in this game, adding to the confusion of it all.

Overall, the concept of this series I definitely like. This one just didn't age well and I don't know how children at the time could possibly beat this unless they'd spend dozens and dozens of hours of running through walls and having to rely on magazine guides, and whether it's fun to have to use those sources to beat a game is in the eye of the beholder I suppose.

MUSIC/SOUND/VOICE | 7/10

No voice acting. There is an interesting that happens from time to time where the music simply cuts off and you're left playing for a while whilst just listening to the sound effects. It's odd on the one hand, but satisfying on the other because I actually like the various sound effects that you hear, whether it's shooting your projectiles, the sound of each step you take, collecting items and some beep sounds that play that apparently are part of the "Caverns 1 Theme". Whenever the music does play, you've got to understand the limitations of the Game Boy sound engine. So what they managed to do with that is pretty impressive. Obviously, if you give a listen to the 3DS remake OST, you'll see what increased technical capabilities will allow you to do, but the soundtrack here plays into the atmosphere of the levels very well here, and gets downright eerie whenever you get into a boss fight. In contrast, the surface of SR388 theme sounded a bit too playful to me, but I get it considering that's the music that kids will spend most of their time listening to. Do you dare and get further into the game than you're expected to? That's where you are met with tracks that match the increased tension and where this gets a lot more atmospheric.

GRAPHICS/ART DESIGN | 5/10

If you rate this based on the capabilities of the Game Boy, the game doesn't look all too bad. If you rate it compared to what you would have gotten had this been an SNES game, it doesn't rate quite well. If you go somewhere down the middle, you can appreciate that this game was the reason that the Samus sprite got changes to it that would last until today, that the Metroids look positively disgusting and .. well yeah, that's pretty much it. The blackground is simply black, levels look very similar in design, the sprite size of Samus looks kind of awkward and creating holes in walls that hide progress and not giving any graphical indicator that something might be behind there is just an odd choice. And overall, the game simply doesn't look so good due to being a Game Boy game, which you might like yourself but is what I'd call an "acquired/nostalgic taste".

ATMOSPHERE | 8/10

The game does a pretty good job actually of throwing you into hostile territory filled with vile and disgusting creatures. Whenever the non-music track plays or the tracks that hit the eerie tones of the graphical presentation play, this can become quite atmospheric and immersive, and downright scary I'd imagine for young gamers whenever a Metroid is chasing you down.

CONTENT | 5/10

Many different abilities that you can get your hands on as you play the game. The journey there can be rough however, as you will spend many hours trying to figure out where to go next, which some might call intentional and I'd call boring and not well executed here. Apart from that, there isn't much content here, but if you enjoy the bashing your head against walls aspect of it, this will be enough to keep you occupied for a dozen hours+.

LEVEL/MISSION DESIGN | 3/10

I appreciate the idea behind this game of having to traverse a hostile environment and find your way through it without any hand-holding. Unfortunately, my idea of a fun game is in contrast to what the game design philosophy of Metroid's creators is, at least for the early entries in the series. No map is tough on its own, but progress hidden in walls (forcing you to check every wall), same looking areas and abilities that don't control all that well (the spider ability) makes for too many (subjective) issues here.

CONCEPT/INNOVATION | 6/10

The concept remains intriguing, though I'd say the sequel has not yet gotten it to where it will eventually go in this series.

REPLAYABILITY | 1/5

There isn't really any particular reason/motivation given for replaying this. Chances are, if you somehow beat this, you'll be satisfied and ready to move on.

PLAYABILITY | 5/5

The game worked well at all times.

OVERALL | 53/100

Unless you really enjoyed the original or really, really enjoyed the later entries in the Metroid series, I think this game is very skippable. Even if you did enjoy later Metroid games, you will likely miss the QoL features that will be introduced later. What this game does well is create a tense atmosphere, but I would agree that that's the gist of it, unless you are a big fan of the concept of hitting early wall to see if you can go through some of them, or if you enjoy drawing a map as you go. Otherwise, you will likely have to rely on guides to make progress, and have to do so many times. So right now I would call this a good proof on concept, just like the original, but the next step hasn't really been taken yet in my opinion.

(This is the 49th game in my challenge to go through many known games in chronological order starting in 1990. The spreadsheet is in my bio.)

Ugh, an EA game, I bet it's filled with microtransactions. Oh, right, we're in 1991. This game is called Road Rash, and is a racing game with some fighting elements. There is a spiritual successor for it called Road Redemption, which released in 2017.

STORYTELLING/CHARACTERS | 2/10

There actually is a set-up for this fictitious world in the manual. There once were two bitter rivals in Fang and Polygon. After Fang lost their final official race because Polygon tempered with Fang's bike beforehand, Fang challenged Polygon to an unofficial race, which started the cult behind 'Road Rash Races'. "Punching, kicking and clubbing and 150 miles per hour are the norm for Rashers".

In-game, you are greeted with messages by friends and foes before and sometimes after a race. Sometimes it's trash talk, sometimes it's a friendly hint and sometimes it's a police officer who tells you to not drive too fast, so he can catch you. After each level you beat, there is also a very short cutscene that plays where your character and, I presume, his girlfriend take their helmets off and enjoy the fresh air after winning all tracks in the previous level.

It's a bit more than the bare minimum, and I liked seeing those messages before races.

GAMEPLAY | 12/20

This got kind of addicting really quickly. Obviously I'm gonna move on as part of the challenge, but I'm sure I'll play this to chill out from time to time like I used to do for F-Zero.

You start with the standard bike and have 5 races available at the beginning. Your goal is to win each race against 15 or so competitors, which allows you to move up in levels and difficulty, until you reach the final race. After each race, you are compensated in $ based on your finish and can use it to upgrade to bikes that are faster and can be controlled better. Most of the time, progress is blocked because your bike simply won't be fast enough to win, so you'll need to farm money in races you know you'll lose to be able to afford a better bike. I can't say how much of a grind it is at later levels, but it was acceptable where I stopped, which was after I finished the second level.

The special feature of Road Rash is that during races, you can ram the bike of the other racers, punch/kick them and hit them with melee weapons. You have a meter for your bike and your character health. If your character health goes down to 0, you fall off your bike but it recovers over time. There are also cars on the road that drive in both directions, which you have to avoid. If you are hit, you usually fly far away from your bike and have to run all the way back to it to get back to driving, which takes a while. Cars can hit your bike after you already crashed and kick it even further away that way, which is a funny mechanic, but might get frustrating later down the line because after two crashes, you're pretty much not going to win. I didn't find any way to back out of a race other than a reset of the emulator. Finally, there is a police bike that drives around sometimes as well, and if you fall off your bike near the officer, he will bust you and fine you money.

I really like the idea of this, and it's recently gotten a spiritual successor in Road Redemption (2017), but at least for the first two levels, I never really saw much incentive to battle the bikers. You either don't catch up to the fastest bikes or you can blaze past them once you do, so there isn't a lot of time for when you could be in a confrontation with them. Plus, I never got a melee weapon up to this point and I'm not even sure how to attain one, so that was disappointing.

The racing was fun regardless. It's very simple, you have to try to stay on track in a vertically scrolling 2D track, avoid the cars and get past the other racers. Your bikes differ in speed and handling, though that is not indicated everywhere but in the description of the bikes as far as I could tell.

Road Rash got two sequels over the next years, which were both praised for the same fun factor that you got with the first, but also criticized for lack of innovation. For those reasons, I'm not going to try those, but Road Rash goes 3D in 1998, has a PlayStation release in 2000 and then one final release in 2009 on the EA Mobile site only (hello, modern EA) before it then started to sit dormant ever since.

MUSIC/SOUND/VOICE | 6/10

No voice acting. The sound design in this is actually not so good. There aren't many sound effects here to begin with, including when your opponents crash into cars or the sound of the engine of any car in general. The main sound you will hear is the tires screeching when you turn corners, and that sound doesn't even sound like how it sounds in reality or even close to it.

As far the OST, I think overall it's a plus. If you played this when you were younger and played these maps over and over again, it's a soundtrack that feels distinct enough to stick around with you for a while. The track I liked the most is probably the Pacific Coast one. All tracks have this element to them I can't really describe well, but if I had to make an attempt, I'd describe it as a low pitch bouncey sound, which definitely is a terrible description. But nevertheless, my point is that it didn't quite gell with me and it being the connecting theme in the OST, I can't say this would be among the great soundtracks of this year if I were to make a list. Unlike a game like F-Zero, the OST didn't have any really good tracks that I would gladly listen to outside of the game either.

GRAPHICS/ART DESIGN | 7/10

The game doesn't look bad, it doesn't look fantastic. You drive down a road that looks the same throughout for each map with forests and mountains visible in the horizon. You and your opponents look the same and are only distinguished by color. What I really like about the graphical presentation is the animations. The animations of the crash and how your bike and you fly into the air and down on your butt and how you rush back to your bike is pretty funnily presented here. In terms of graphical fidelity, your main issue here might be that you will have a hard time sometimes figuring out that you're approaching a car, as the low resolution from time to time makes them hard to see quickly enough.

ATMOSPHERE | 6/10

In terms of atmosphere, it hits best when you drive behind a group of bikers and see them drive into the trunk of the car in front of them and fly off their bikes as you leave them in the dust. Or when you are side-by-side with another biker and throw a punch or hit their bike with yours to drive them off course. That doesn't happen often enough though I thought.

CONTENT | 6/10

There are 5 levels with 5 races each and 8 total bikes you can unlock. It's a solid amount of content, nothing special here.

LEVEL/MISSION DESIGN | 7/10

Pretty basic but clean design here. You go through more and more difficult levels and continue to earn money to unlock faster and faster bikes. Effective, and I'd say you'll have a fun 10-15 hours or so trying to win all races.

CONCEPT/INNOVATION | 6/10

I like the concept of using illegal tactics during a race to gain an advantage. I just don't feel like it's fleshed out here and you rarely have a need to use these tactics. It would have also been more fun if we could have gone into a race having some sort of melee weapon pre selected, because I went through two levels without getting my hands on a single one.

REPLAYABILITY | 3/5

It's a racing game, so you'll have plenty of motivation to keep playing and trying to beat your previous high scores.

PLAYABILITY | 5/5

The game worked well at all times.

OVERALL | 60/100

It's an enjoyable racing game. If you're looking for a more modern experience though, I'd suggest checking out Road Redemption. Road Rash's main selling proposition, the fighting during the racing, is only a small part of the gameplay here and it quickly just turns into a normal racing game for the most part.