13 reviews liked by pearcandy


I had so much fun playing this one. Not a single bad level. Out of the official releases, i think this is the only wad that can actually compete with Plutonia in terms of gameplay and map design. As for the difficulty, is a really fair challenge, a little easier than Plutonia but still a formidable challenge. Also, i love the fact that is only 9 levels. The 32 level standard for most of the famous wads is a little too much for me, honestly.

There's definitely a consensus within the classic Doom fans, that Plutonia is, by far, the best official wad ever released. And of course, i agree. I mean, seriously, this wad it's just perfect, it created a whole new gameplay standard for wads to come, it even created it's own style. Ever hear someone using the term "Plutonia-like" when describing a certain encounter on a whole different wad? That's because Plutonia spawned a style of it's own, or at least a couple design tropes.

I read somewhere that Plutonia is essentially what Doom 2 would have liked to be, and i couldn't agree more on that statement. It actually borrows a few concepts out of some flawed Doom 2 maps and it makes them so much better. The typical example would be how Odyssey Of Noises (MAP29 from Plutonia) takes it's inspiration on Downtown or Industrial Zone (both from Doom II) and it just ends up being not only the best city based map, but also one of the favourite maps by a large part of the Doom-fans community. And there are other examples too. But don't get me wrong: That's just a little of what Plutonia does, because most of the time is actually introducing many new concepts in level design (The Hunt, for example) instead of just paying a homage to previous maps.

While i feel like TNT gets a little too overhated at times, it is true that most of it's levels are pretty unremarkable, when they are not down right bad. However, i remember having a good time playing the first half of it. There were some nice maps at the beginning for sure, and one in particular (Wormhole) stuck in my mind as one of the most interesting maps i ever played when it comes to old-school vanilla doom. But still, it's pretty hard to celebrate anything about TNT, specially when the first wad to be compared with will always be Plutonia.

Can't believe that replaying it 10 years later just made me realize how bad 343's storywriting is. Imagine unironically trying to turn Master Chief into a modern, Hollywood-esque John Shooter guy who gets "emotional" and talks a fuckton just for no reason. They tried to dismantle his entire character and give him another personality, while also trying to change Cortana's in a way, none of this working and coming off as extremely awkward and unnecessary, and let's not talk about the new race of enemies which are pretty whatever in the end; all show and no substance whatsoever, the only redeeming factor of this new race is the fact that their weapons are good for putting up a show, look and sound pretty nice overall and look flashy enough to keep you entertained a bit, if you can even get entertained in the first place.

Pretty mediocre game, has some very slight redeeming factors but it's very obvious what 343 was trying to do here which was to deconstruct the Halo formula and try to change it around, giving it their own spin and it clearly not working and falling flat on it's face on the concrete ground, splattering all over and making such a mess of a game this is.

Oh boy, late 90s and early 00’s were certainly a very confusing moment for the FPS genre. The only certain thing was that everybody was trying to put out some new engine to make more money, and retrospectively, that’s why many of these games were acused as simply being “tech demos” as if they lacked any kind of artistical depth. Other thing, for sure, is that the whole genre was trying to make some kind of departure from it’s mindless-fast-shooting roots. In this period we have immersive sims, arena shooters, tactical shooters. We also had Blood II and Daikatana. The genre went in many different directions until Half-Life 2 pretty much ended that discusion and defined what most of the genre would be for the next generation. But let’s say, between Quake II and Half-Life 2, we had a lot of hit and miss. And i feel like Unreal is pretty representative of that period.

Unreal has a very strong start. As a kid, that start made a strong impression in me, and that’s why i decided to give it a try after so many years. Waking up alone in this almost horror-like setting where you’re the only survivor of a spaceship crash, trying to find your way out, seeing those blinding green lights and then whitnesing the first alien killing the other survivors, and eventually reaching the exit of your spacechip to discover this beautiful planet.

These is one of the reasons why i feel like the “tech-demo” accusation feels pretty unfair. World building in Unreal is so beautiful that it seems kinda hard for me to ignore that there were some serious artistic pretentions here, at least in the design department. While the level design here is as basic as it gets, it’s still works, and of course, the charm of Unreal’s world is not about some crazy or clever layout but mostly about how appealing to the eyes it is.

Sadly, the main problem in Unreal is the combat. They were going for some complex state of the art enemy AI and honestly, it fucking sucks. Most of the combat is 1 on 1, it takes forever to kill the most simple enemies, some of them (like every fucking thing that flies) are terribly annoying. And weapons ruin everything more: there’s no impact, no real pleasure at using them, and also they feel awfully unbalanced, as if most of them were doing practically the same damage, which makes the whole thing incredibly boring. Seriously, i despise Unreal’s combat with all my soul. The truth is that i enjoyed mostly the exploration moments, those peaceful moments were you could rest from the enemies and simply enjoy the landscape. Actually i would have enjoyed Unreal a lot more as a walking simulator or some kind of Myst-like game.

The combat is pretty much the reason why i couldn’t finish the game and decided to just drop it. But i have to recognize that i feel kinda sad because i would like to explore it’s locations for a bit longer. But heck, other games are a lot better for that purpose.


The definitive edition of what Half Life 1 should be if it got remade in this day and age; also entirely a complete reimagining of Half Life 1, not only a remake of it.

Incredibly fun game to go through, refreshing take on an already really entertaining game with an interesting yet sort of compelling story despite how simple it is, but quite fun once you start taking in all of the environmental story-telling and radio logs around the levels, plus what the characters have to say about you and listening to the Marines as well talk about the situation. The Black Mesa facility as a whole was an engaging set of levels to go through this time around, especially with how some of them were refined, tuned, or kept as is but with some changes here and there, one of the reasons why this felt highly refreshing but also quite similar to the original, the aesthetic of the game was kept entirely similar, but refined, and the music was so good in my opinion, even though I've heard and seen some people mention that the overall vibe of the music didn't fit the game, but for me it felt quite nice, it gives it a very unique vibe that despite everything I still feel like it fits the situation and makes either the level or the encounter more cool, interesting or compelling.

Xen was incredibly astounding, as simple as that, the music was beautiful, the visuals were breathtaking, the environmental telling of the story was pretty good in parts of this entire section of levels as well, specifically in Interloper.

The selection of weapons in this game is pretty interesting since some of them had their mags cut down, the ammo capacity and all was trimmed for some of them, but they also don't feel like they are entirely useless, they do their job as weapons, and the ammo trimming feels more as a way for you to have more variety since you still do get a lot of ammo throughout the game, but having a weapon of selection this varied feels kind of useless when you spend most of the game using the same weapons since you keep getting a fuckton of ammo for it, which in this game does not feel like that at all, you get a fair amount of it in appropriate places and the game lets you have fun with what you want to mess with.

Overall a pretty beautiful and a perfect example of what a pure videogame should be like; pure gameplay, incredible music, environmental storytelling being a focus instead of cutscenes and visuals being also an important part of it as well.

[the awkward middle-ground between two vastly superior games.]

gran turismo 3 was the first gran turismo game to be released for the nearly-brand-new-at-the-time ps2, and was considered sort of a paradigm shift for the series and for the racing genre as a whole. when it came out, it was widely praised for its ambition and depth, as it was truly groundbreaking at the time - enough that the numerous faults of the game could be ignored. now, the elements that were groundbreaking at the time have long been matched or surpassed by other games, and while it is still a well-made game, the flaws now stand out more than ever. a lot of people tend to still rate this game very highly, maybe even considering it the greatest racing game of all time, but imo this is heavily nostalgia-blinded. sadly, this game really isn't all that fun to play now.

but first, let's talk about the good parts. visually, the graphics turned many heads back in its day, and having the amount of cars that this game does, modeled with this much attention to detail, was practically unheard of. sure, there's under 200 cars in this game - a steep decline from gt2's 600+ - but it's understandable considering the graphical leap forced them to basically start from scratch. the tracks, although few, look pretty gorgeous as well, with a good amount of roadside detail. though admittedly a lot of them are set in green fields. there's no denying it still looks like a game of its time, but it's aged fairly well and isn't bad at all to look at even now.

although better pure simulators existed at the time, the physics in this game struck a good balance between detailed and accessible that still plays quite well today. there is a certain lack of excitement and sense of speed in the driving, making for a very "gamey" feeling, but it controls perfectly fine. i did experience some issues with steering/throttle sensitivity but that was likely due to the quirks of mapping a ps2 controller to an xbox pad via emulation, with the analog throttle/brake calibrated for pressure-sensitive buttons rather than triggers. the amount of tuning is also pretty great, between the various purchasable upgrades and the fine-tuning that can be done before a race. thus on a baseline level, the game still feels good and fun to play, and for a casual play session you'll probably get a good deal of enjoyment.

another large area of praise went to the amount of content and depth in the game's career mode, and indeed the amount of events all suited for different car types could occupy the player for many hours - but herein lies the problem. once you play this game for a while you soon realize how limited the variety in the career mode actually is, and then you realize you're still only like 15% done with the game. from that point on it basically becomes a slog, as this game is padded out to absolute hell.

as nice-looking as the tracks are, there are only 14 of them in the career (excluding rally), two of which are ovals, and nearly all of them are updated versions of gt1/2 tracks. the only thing that really changes between events is the car you're using, but even that is limited because when you're playing the game "properly" you'll be reusing cars as much as possible to save credits. it gets more and more tiring the longer you play, up to the point where the last few professional league events are practically the same 10 tracks with more and more laps. they're not really more difficult, they're just... more time-consuming. like, look polyphony - endurance races are cool, but was it really necessary to make EVERY race in the professional league 10 laps at a minimum? it's not very fun.

to further illustrate this point, let's compare this game to its predecessor in terms of miles driven (seriously i did the math) - the 2nd least used circuit in this game is driven for more miles in the career mode than the most used track from gt2. if you exclude gt2's endurance races, you drive more miles on test course, r246, grand valley, and rome EACH INDIVIDUALLY in this game than you do in the ENTIRETY of gran turismo 2. gt2 is by no means a short game. this game is almost 5x longer in terms of miles driven across every event. and yet even if it were the same length, the content would be stretched thinner in gt3 since there are less tracks and cars. this game took me roughly 145 hours to 100%, and there's not nearly enough content to make that time feel truly worthwhile.

there's also a lack of shorter, twistier tracks or even short layouts of tracks like in gt2, which makes the races in more underpowered cars more tedious than they need to be. the epitome of this issue is the 10 lap test course race in the toyota vitz event, which is just half an hour of holding right trigger and driving in a circle at 130mph. i don't know who thought this was a good idea. like seriously, why. why? this has to have been done intentionally as a troll, because if so they sure got me! why the fuck would anyone in their right mind play this and think this is fun?

the rally races are at first a nice change of pace, but then you realize that each "event" of 3 races is just the same track with more laps each time, half of the events are just reverse versions of the others, and one of the "rally" tracks is just a normal track. the rally physics are a liiittle weird too - the dirt physics feel fun but oddly feel more responsive than tarmac, and make the transition between the two jarring in tracks with mixed surfaces.

there are also a lot of balancing issues with the career mode. for starters, there are no horsepower restrictions for any race, and nowhere is it displayed how much power the ai drivers in any race have. this makes the chances of having an even, exciting race pretty slim - either you use what you have and end up underpowered, or you just tune as much as possible and hope for the best and then usually end up being super overpowered and with no challenge. since you don't know how much power to aim for, it would be a lot of trial and error to "balance" yourself with the ai. and even still its not even consistent how fast the ai are in the same car!

another common criticism throughout all the gran turismo games is the ai, which in this game is still practically braindead. they are programmed to do one thing - strictly follow a racing line. occasionally they will manage to pull off a scripted overtake, but most of the time they drive like you or the other ai cars aren't there and will just crash into anything that gets in their line. i once witnessed an ai on test course gradually approach a slower car we were lapping and slam directly into its rear without even ATTEMPTING to avoid it.

they are also programmed to make pit stops in longer races - obviously, since it would be very unfair otherwise. but it's still unfair because they dont actually seem to experience tire wear - they simply drive like normal until their "pit timer" runs out. that means they will be able to go much longer without pitting and still drive like their tires are fresh. they also don't THINK about their pit stops at all, and will pull moves like pitting right before the last lap and handing off the victory. to the games credit, there's no strong rubberbanding. they do "catch up" with the pack if they fall very far behind (often after a pit stop), but you can still easily put multiple laps on them.

as another aside, license tests are still Not Fun. i do not give a shit if people call me a noob or whatever bc of this, i'm still standing by it. i can put in what feels like the most perfect run i can possibly manage and still get a bronze and it's just not enjoyable because i don't know how far i can push the limits of the game's physics. at first i tried to get golds, but i simply don't have the patience to run every test over and over, shaving milliseconds each time until i can just squeeze out a gold, especially when it's not needed for 100% in this game and there are no unique rewards, so i just ended up banging out first-run bronzes for every test after the b license. it'd be significantly more bearable if the medal times had a ghost run so you could more easily see where you could be improving and what you're aiming for, but i guess they didn't think to do this.

there's a few other smaller bad design quirks as well. for one, the oil change system is neat, but you can't change your oil during championships, many of which last many more miles than it takes for your oil light to come on, and so you end up with nerfed hp by the halfway point while the ai doesn't have to deal with this. also, the whole "certain cars are only available from winning certain events and there's a random % chance of getting what you want and in order to get all the prize cars you have to do the entire event multiple times and you might still get a duplicate or something worthless" thing still blows. why are there only two cameras? why are the volume settings only on/off? questions that will remain a mystery for all time.

a few more small things to mention here: gran turismo has been known for its unique and stylish but also often obtuse ui design, but this game's ui maintains that style while also being one of the most streamlined and functional in the series, so props for that. the sound design is fine i guess, nothing stands out greatly but the engine tones aren't that vacuum-cleanerish and are satisfying enough. licensed soundtrack is adequate but with some odd choices, but there's simply not enough songs for the time you will likely spend in this game, so i muted it pretty early. the snoop dogg track is fucking incredible though. also the originally composed music is great as always.

finally, there's a big thing i need to talk about. something that affects every gran turismo game to some extent, but is by far the most egregious here. it may be a bit of a controversial statement.

gran turismo 3 has an inherently flawed progression system. a lot of people romanticize the idea of starting off with a shitty beater and gradually building and tuning it up and then buying better cars and facing more challenging opponents as you spend more time in the game. and its true! this system often feels very compelling and rewarding and a lot of "classic" fan-favorite racing games, including other gran turismo games, are built on it.

however in order for it to work, it needs to be PACED well so that this advancement will naturally come along as the player progresses through the game's content. this is where gt3 falters. you get your first car, maybe fix it up a bit, win the first event, and then what do you do? the first event again. and again. and again and again and again and again, winning a paltry amount of money each time until you can upgrade a bit more and compete in the next event and grind the hell out of that one. but then many of the other events require you use a specific car or type, and chances are your car will not be eligible for all of them, so you need to grind even more so you can buy another car. sure, you can game the prize cars you earn to minimize the amount of buying you have to do, but it feels kind of lame to be hamstrung along with the cars you're given for free instead of picking out the cars you like the most within the eligibility requirements of each event.

it gets a bit better later on, since events award more money and also award prize cars that you can sell repeatedly for even more cash, but the core problem still stands - it's a grind. grind is bad. there's no new or unique content to be experienced in doing this. there's no challenge or difficulty in it. there's no fun, and games like this should be fun. there is absolutely nothing worthwhile to be gained from doing it, besides earning virtual money that allows me to enjoy the rest of the game.

for comparison, gran turismo 2 has a more forgiving economy and more frequent prizes, and also gives you the option of manufacturer races that give a random track each time. gran turismo 4 gives you much more variety across the board in the things you can do when you're just starting out. but gt3 on the other hand just gets the worst of every world. steady progression is good but not when that amounts to "steadily" watching the money number creep up as you do Super Speedway - Mid-Field Raceway - Trial Mountain over and over until oh wow now i have a fast enough car to do Rome - SSR5 - Deep Forest repeatedly instead!

so what did i do? simple - i cheated for cash! purists will whine that i'm "not playing the game right" but i simply Do Not Care because the reality is that i'm having more fun this way, i'm getting to experience more of the games content (as in, getting to drive more of the games cars), and i'm not really bypassing anything besides hours of my time wasted. because frankly, it's the same end result as grinding the european championship for countless hours and selling the gillet vertigo over and over, except minus the time spent doing menial bullshit and not having fun playing the game.

i believe gran turismo 3 is a game best left in good memories or played in small doses. that's how it feels like it was designed - to play bit by bit over the course of a long period of time, maybe doing a few races each day, slowly working away at the game's many offerings so you always have something "new" to do. when played as i did, from the perspective of wanting to experience all the game's content, complete it and then move on to something else, it tends to become massively fatiguing and a chore to finish. yet even then, i still cant help but admire the ways the game still succeeds, the way it blew minds back in 2001, and the way it still maintains some of its charm. so in the end, ill still call it a "Good Game," but one that's seriously marred by tedious progression and repetition and strange, un-fun design decisions.

6.9/10

Here in rural armpit America this was our Ridge Racer Type 4. Sure, it lacked a cute lady waving at us or the Namco Sound Team, but you know what it did have? It had rocket-propelled chicken trucks racing around the roman coliseum with a bunch of tornados barreling around it. Instead of "Move Me" by Kohta Takahashi, we had goofy-ass sound effects like a boxing ring bell going off as we activated our battering ram power up, sending other racers into the stratosphere as bowling pin sounds rattled off and Captain Hero from Drawn Together growls "Let's Rock!".

Nascar Rumble isn't a refined simulator of any kind, it's a racing game that knows full well it's a video game. My favorite kind of sports-racer that goes for the insanity instead of trying to pretend it's realistic. You can keep your fancy shmancy driving physics and real life tracks, I'll gladly take my funny golf cart and drive against a mob of RVs in the back of some nameless southern beach town. Of course, if you're for some reason against this nonsense you can turn the power-ups and silly commentator guy off for a more boring and professional venture of some sorts. Why you would do this is beyond me, we at the Nascar Rumble sports committee recommend items to be set to "Mayhem" and for our commentator Jess Harnell to be set to max volume. Don't play something you never asked for as I always say!

Seriously, the game rules. If I had to nitpick the AI is actually too easy, even on Elite I ended up lapping it in an 8 lap race during my last play session. I'll take it over the rubberbanding bullshit that was all over the place at the time though!

I’ll just call you Indiana Jones Quake.

This expansion ranges from really solid levels, to some very awful ones, and of course everything in between. I would say that the first episode is were you’ll find all those levels that aren’t really bad but they are pretty forgettable. The second episode is where you find the really memorable stuff, both the actually good levels and the bad ones. If you’re into that kind of design that feels like a maze but ends up being pretty lineal, this will be your jam.

I have to also say that the new weapon system is kinda dumb in my opinion. What made Quake’s arsenal so unique is that their weapons were not really ordered from less to more powerful. They all have specific functionalities depending on the enemy. That was crucial to Quake’s specific sense of balance during combat, and adding these new ammunition gives you what? 4 machine guns? It’s not exactly a deal breaker, i had fun using these new ammo types, but overall i feel like Scourge of Armagon handled that a bit better.

What i actually enjoyed was some of the new enemies. The wrath was a great addition, and also having new mini-bosses was great, even if they are pretty easy to beat.


Fav Maps: R2M1 (Tempus Fugit) / R2M5 (Wizard’s Keep) / R2M6 (Blood Sacrifice)

Worst Maps: R2M2 (Elemental Fury 1) / R2M4 (Curse Of Osiris)

Scourge of Armagon is a must. Definitely. I mean, a lot has been said about how Quake’s fantastic gameplay was kinda degraded by it’s flawed level design (you can read my review on Quake, where i basically agreed on that idea). This mission pack, released a year later, is a more than succesful attempt at redeeming those flaws.

There are many things to say here. First of all: Aesthetically, they decided to bring some thematic cohesiveness throughout the episodes. That’s why the first one is essentially a tech base episode, and the second a medieval one, while the third is pretty much a mix of both. Secondly, i think they administrated vanilla textures in such a masterful way that they basically destroyed the “Quake is too brown” meme.

They also incorporated some very interesting evironment interaction, with certain exploding walls, demolishing structures and such. I also like the vertical design some of these levels have, especially those where you have to go from a higher point to a lower one, somehow resembling a slow descent to hell, which is somehow a very proper metaphor.

In terms of gameplay, some people seem to claim that a few levels get too cerebral or complicated at some point. While this might be true, i have to say that, in my case, i never really got lost wandering around in circles trying to find an exit after killing 100% of the enemies. That actually happened to me many times in the original Quake, instead. It’s a very overwhelming and exhausting feeling, and is one of the reasons i didn’t like many of the original Quake maps.

Probably some of those complex moments are mostly found in the third episode, which is in many ways the weakest (with the exception of HIP3M1 and HIP3M) but despite that, these levels just flow very organically, and with very little backtracking, just the perfect amount of it.
The balance is just great. You’ll have a lot of deadly encounters and traps filled with enemies in a Plutonia way. Yet, you can rest asure that the game will never get skimpy about giving you enough resources to face those encounters.

You’ll also find new weapons and enemies. The new laser canon was a very interesting addition, i couldn’t really say the same about the other two weapon additions. As for the enemies, i understand that the function of the Centroid is esentially having a chaingunner (should i say nailgunner?) added to the cast, but it’s design (a large scorpion) just seems way too unrelated to the both the grunts and the lovecraftian creatures. The gremlins are ok, not really a problem. Spike mines can be a real bitch at times. And then Armagon, i think it was nice having a final boss you can actually fight, but that Q2-Cyborg design also felt pretty unrelated to the rest of the lore.

All in all, i see myself replaying this one even more than Quake’s original game.

Favourite Maps: HIP1M3 (The Lost Mine) /HIP3M1 (Tur Torment)

Worst Maps: Althought the third episode seems to me like the one with the weakest maps, i wouldn’t call them bad really.

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by Esteesy |

61 Games