Ninja Gaiden Sigma 2 (Review)

Source: Review Copy
Price: £32.99 (or £39.99 for the Master Collection), Gaiden Sigma 1, 2, 3 included. Controller necessary.
Where To Get It: Steam

Now that I, Ryu Hayabusa, ninja who has gone from blue to deep, edgy black, have learned that Triple Buffering is bad for my games, I can properly be an awful ninja who forgets how to block and dodge, despite those being terribly important things, in the second installment of Team Ninja’s Ninja Gaiden, Sigma 2. Which is, honestly, a friendlier game, for the most part.

As in the first game, however, the camera can be your worst damn enemy.

Not the biggest fan of RB being “snap the camera back to somewhere over Ryu’s right shoulder” and hold RB for “Show me the path to go”, not only because that makes things awkward, but also because the way not to go often contains goodies, and the way to go inevitably contains fights I’m not so hot at with anything between two and… does a fingermath… Silly amounts of enemies (Okay, okay, the upper limit’s generally about eight, with more spawning in in longer battles.) Once again, controller mandatory, this is a character action game, so there’s a lot of blocking, dodging, combos, special Ninpo Arts, weapon switching, item switching, camera struggling… Less camera struggling than the first game, but definitely not free of it…

There be a lot of buttons, although your main ones are the fighty ones. Switch items mid-battle when you’re good at it, and maybe choose Hero mode.

However, when it’s not, congrats, you can enjoy some fun murdertimes.

In any case, the second installment is much more bombastic from the get-go. The team of Eeeeevil Ninjas, the Spider Clan, are once again up to no good, trying to claim demon artefacts to get demon powers while also being very devilish themselves, and your first boss fight is against… Buddha. Okay, okay, a gigantic Buddha statue, but it allows me to say that Ryu Hayabusa is a big believer in “If you meet the Buddha, kill him.”

Aesthetically, it’s definitely an improvement, pretty solid by today’s standards, visually nice, good music, much more organic sounds of death and blood, and, in a nice touch, you can either have the censored version’s purple smoke for blood, or, y’know… Blood. Oddly, the censors still allowed dismemberment. Maybe because it’s such a big part of the game. Cut a limb with a weapon off, bam, they’re less useful. Cut a leg off, they’re not going to do much, movement wise. Cut both legs off a Spider Clan ninja and you’re silly enough not to use the simple instakill-when-wounded of “Hit Y when you’re next to an enemy for a kill animation”, and they’ll try to grab you and self destruct.

“Ah. Clearly, this is Thursday. I never could quite get the hang of Thursdays…”

It’s still a peanut butter style deal, still not an entry level character fighter (although it’s likely as good as you’re going to get in this combo heavy, don’t button-mash but consider your movey type deal), but I’d more comfortably recommend this one to players looking to get into games where single people (sometimes different single people in certain chapters) beat the living snot out of multiple people at once, then beat the living daylights out of a boss, usually a loud and powerful one.

The Mad Welshman would kill the Buddha on the road, but the Buddha’s kind of far away, and he’s rather tired, and just not up to it. Here, this Buddha’s yours…

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Ninja Gaiden Sigma (Review)

Source: Review Copy
Price: £32.99 (or £39.99 for the Master Collection), Gaiden Sigma 1, 2, 3 included. Controller necessary.
Where To Get It: Steam

Ah, Ryu Hayabusa. You’ve gone through a few changes over the years. But it’s mostly been an upward trend. And Sigma is… Alright. Solid character fighter, with some good enemy designs. Although that assessment isn’t without its qualifications.

He is such a badass, he knows exactly how to hold a sword to make it glitter in your face.

In any case, Ninja Gaiden Sigma is an action game in which the aforementioned Ryu Hayabusa must recover the Demon Sword that was in his clan’s care (It’s been taken and used for evil before, after all), and to take vengeance for the murder of clan members, slashing and polesmacking and generally murdering a bunch of enemies, from other ninja clans to an authoritarian military to demons, and finally, the Big Bad. Fun stuff. And definitely controller mandatory.

Or rather, it would be fun stuff if the camera weren’t my deepest enemy, and if Triple Buffering is turned off, because otherwise the game’s framerate drastically drops.

I freely admit, I didn’t get very far in playing it, because of these very frustrations. Jumping is… Finicky, the camera can sometimes just look straight down and obscure my view of anything, as sometimes happens in character action games in confined spaces do (and there are quite a few confined spaces. Usually with enemies in them.) If there’s enemy lockon, I couldn’t find it, and so, awesome moves like the swallow blade (jump, press Y to muller somebody’s head off in a diving arc) are also finicky.

It’s actually kinda pretty, too, for something that was originally a PS3 title. Not mind blowing, but you can definitely say, at points, “Damn, this scenery, huh?” or “Hrm, that sure is a tank, wonder if it- YES, IT’S MANNED, KILL IT KILL IT KILL IT WITH FIRE.” A combo of hard buttrock and traditional Japanese music makes the soundtrack, and the sound effects… Well, those feel a little older than they maybe should, but hey, not everything has to be awesome.

Why yes, I would like to juggle you to death, thank you for being co-operative with that!

Still, from what I’m aware, it has some frankly baffling level design decisions at some points. Okay, yes, you, uhh… Don’t have much of a move set underwater, Ryu. So why did they put you through a swimming level, mmm? Or the labyrinthines sewer level, just a bit earlier.

Look… Look… People. Hate. Sewer Levels. They’ve hated them since Teenage Mutant Ninja Turtles for the NES. Also, the subtitles I saw were missing about half the time, which is a problem (both accessibility wise and generally), and the easy difficulty mode is only unlocked by dying a whole bunch… So, definitely a mixed bag, even today.

To be honest, Ninja Gaiden Sigma’s gameplay, janky as it is at times, is a peanut butter situation. If you’re not a longtime “Make combo and guard to kill enemy, use different weapon which do different thing for different folks” type player, this definitely isn’t an intro level game, and it likely won’t appeal that much.

The Mad Welshman is, on the one hand, not a fan of peanut butter. They are a fan of character action games, even if they are not the best at them.

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Alex Kidd In Miracle World DX (Review)

Source: Review Copy
Price: £14.99
Where to Get It: Steam

I am bad at Alex Kidd. I’m not even going to pretend I’m not, because Alex Kidd is from the days of yore, and I’ve gotten used to not dying in one hit, silly billy that I am.

This is the classic look, if you’re wondering. Ahhhh, this takes me back!

But not being good doesn’t necessarily mean you can’t appreciate things. Like the gorgeous aesthetic of the remake, while also allowing you to play it mostly as it originally looked with the push of a button. Gotta love a remake that not only makes things look nicer, but also keep to the vibe. That’s harder than it seems.

Still, yes, Alex Kidd. What a series that was, each installment different enough that it kept it fresh, but this, being one of the earliest ones, is also both the oldest and most unforgiving. Alex is somewhat floaty to control, having some inertia, and while he has a lot of air control, this isn’t always to his benefit (as noted by the times I’ve jumped into a bird. The many many times.) His punch, meanwhile, is purely horizontal, although power ups can change things up, like fireballs.

Yes, this is legitimately the general vibe the jan-ken-pon bosses have. And I love it.

Oh, and some of the bosses play Rock, Paper, Scissors, with an instant death if you don’t win best of three. Yes, old platformers were odd like that. So yes, if you don’t like Ye Olden Game Design, the way Alex controls and the one hit kills in (admittedly well checkpointed) levels not appeal to you. There’s ways to mitigate the rock, paper, scissors bosses, including memorisation, and if you just want to play the damn game, there’s an infinite lives system.

Honestly, even though I’m not good at Alex Kidd, not by a long shot, I still enjoy it. Yes, I had to turn on infinite lives. Sue me, I’m no longer the kid who beat Codename Droid in one try, or regularly enjoyed the obscure game Onslaught. It’s relatively short, but naturally, as in many of Ye Olden Games, part of this is difficulty padding that’s been preserved, but there are new levels, there’s enough quality of life to make this a good remake, and, well, if you like hard platformers, this one’s pretty good for you.

This git will kill you over and over and over again if your reflexes aren’t good. Remember, some enemies take multiple hits.

The Mad Welshman well remembers the time of Nintendo Hard. Nobody seems to talk about Infocom Hard though, it’s just as catchy!

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Sunblaze (Review)

Source: Review Copy
Price: £12.39
Where to Get It: Steam

I’ll freely admit, hearing a combo of “Super Meat Boy” and “Celeste” didn’t exactly inspire confidence. For all that they share some things in common, they’re different enough that a mismash of the two would be painful.

But it was, for the most part, correct. Death is common. There is an optimal path through. Anything less than “pretty optimal” to “Optimal as fuck” means death. And, after about 19 levels, I very quickly realised this wasn’t for me.

Pictured: I got a little further, but my imminent demise here is inevitable, even if, looking at it, I see what to do.

Not because it isn’t good. It’s pretty responsive, you know exactly what tools you have in this twitchy puzzle platformer: A double jump and a dash. Maybe you get more tools later, maybe not. And you very quickly learn what things do, the game mostly teaching you ahead of time, such as falling blocks. Oh boy, there’s a lot of falling blocks. And the sprite art is great, and the chiptunes okay, the menu accessible, and options to turn off flashes, screenshake, and gltiching effects. I mean, they should be off by default, but now you know the option’s there.

No, it’s because I’m not great at this game. There’s a lot of levels in the first chapter, and, as mentioned, I got to 19 (pictured) before the momentum completely halted. Because it’s pretty difficult in terms of jumps and dashes almost from the get go. Now, what isn’t pictured is the spring platform that fell down. I know, theoretically, what I have to do: Jump off the ledge, dash to the block, then jump the fuck out before it crushes me under the spikes it crushes, high jump on the spring, dash back, double jump.

Ummmm… SOD.

I just can’t do it, because the timing’s pretty damn tight. The timing’s been pretty tight since about five levels before this.Not super tight, but tight enough that I bit 28 of those 36 deaths in the levels prior.

So yes, I like the aesthetic. I like the characters, especially the very dadly professordad. I like that it’s clear and simple, and I like its accessibility.

It’s just that it’s clearly laser focused on folks who say “Omigod, that game was hard as balls, but I finished it, got all the data cubes for the hard modes, and beat those, and I feel so good!”

And I am not one of those folks.

The Mad Welshman SETS deathtraps, he doesn’t try to escape them!

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Monster Hunter World (Going Back)

Source: Cashmoneys
Price: £24.99 base game, lots of gubbins including Iceborne, which is the big DLC wot costs £35+ quid)
Where To Get It: Steam

Oh, how I’d wanted to do this one when it first came out. And Iceborne. Oh, and Rise when it comes out on PC next year. But, alas, a small thing called “My Computer Was Dying Just A Little Bit” stopped me, and the pricepoint for a while thereafter.

This is pretty much mandatory in any coverage of the game.

But now, I’m here. Now, I’m rekindling my love fo- Haha, just kidding, I don’t have to rekindle my love of MonHun. After all, a game in which you live in a monster filled world, hunting them for resources and safety, and going on to bigger and bigger monsters? I like it. I’ve loved its take on progression, where yes, monster get beeg, but you don’t get big. Your equipment does, in a sense, but that’s the arms race between you and monsters, one you have to keep up with. But picking good equipment, learning about the monster from the mistakes you can make and come back from, taking educated guesses based on what it is, and then using these tools to take down a monster, alone or with friends? Heck yeah.

Let’s get a thing out of the way though. Monster Hunter World is doing a colonialism under thin pretenses of study. It’s an improved, quality of life added, and bigger MonHun than I’ve seen (although next to none of us here in the West ever really saw the actual MMO), it’s gorgeous, and it plays well according to the rules of MonHun. Learn thy weapons with the cat in the house, traveller, or just test them out where you aren’t going to get flattened. Each is unique. Each is pretty damn cool. Dual blades are the best and I will fight you on this.

I remain Easy To Create In Videogames.

But yes, its story can’t help but be framed as colonialist af, considering yes, the Fifth Fleet are trying to force their methods to work here as they do elsewhere, and… Well, I think this is the first title where we actively screwed up with the Big Elder Dragon, rather than “Ohshit, it woke up for some unknown reason, is causing disasters and/or heading directly to our village/town, it’s them or us!” (Well, except the first bit. That first bit was classic MonHun “Ohshit it just turned up”)

So, aesthetically, it’s good, it’s got some wonderful tunes, including a new rendition of that iconic theme, “Proof of a Hero”, the monsters are animated wonderfully. I mean, they’ve had a lot of experience here, but the monsters fighting each other… Sometimes, I just get out the popcorn and yell “HIT HIM WITH THE CHAIR!” from a safe distance, and the UX is… Somewhat changed. I won’t say it’s all for the better, it’s still a bit of an issue finding things, and the scoutflies feel like a necesssary addition, considering how certain plants and items blend into the landscape as well as, well, a native plant should!

And mechanically… Well, the formula got refined. There’s an always available weapon called the Slinger (y’know, that thing you use to look cool as you ride pterodactyls), but the weapon types, from my personal fave, the lightning fast dual blades, to the lumbering Greatsword, or the swag pseudo-hammer that buffs everyone, the Hunting Horn, have added little mechanics from previous games…

THE TOP ROPE’S RIGHT THERE, HE’S DOWN, PEOPLE’S ELBOW THEM IN THE FORK!

It’s somewhat hard to talk about Monster Hunter games precisely because they are, despite their simple formula, A Lot, but yes, overall, I would in fact recommend MHW. From what I’ve seen, it’s pretty likely I’d recommend Rise a bit more, although part of that is on the grounds that we haven’t seen this flavour of village in MonHun since Portable 3rd (Technically Generations, but Generations is a mashup.)

Now, if you’ll excuse me, I’m off to take down The Dread Pickle.

Or, as is just as likely for the overconfident like me, to be leapt on from a mile away, and gored.

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