Also available on Android
As smartphone gaming has sunken its alluringly frugal hooks into the industry over the past several years, the simplicity and quarter-eating addiction of the arcade experience has at last migrated to a new nest, thriving in a mobile market that is rabidly consumed, habit-forming, and supremely affordable.
That’s probably why, despite my ongoing vitriol for virtual controls, I squealed with joy at the news of a mobile spinoff of the arcade-flavored House of the Dead: Overkill. Even as other shooters weigh us down with RPG mechanics and unnecessary, sweeping storylines, House of the Dead‘s bony grasp remains tightly wrapped around the skeletal framework of the on-rails shooting and the hilariously absurd plots of its predecessors.
That common link—the spirit of the arcade—is why an iOS/Android HOTD makes so much sense. But based on Sega’s uneven history with iOS ports, you couldn’t blame me for harboring a little bit of apprehension…Could you?
Hideo Kojima, Shinji Mikami and Suda 51 are just some of the games industry icons that cite Eric Chahi’s Another World as influencing their work. Originally released for the Amiga and Atari ST before later being ported to the Sega Mega Drive/ Genesis, Another World‘s stunning art direction, fluid gameplay, and use of cinematography, established it as one of the most influential and well-loved games of all time.
Twenty-two years later and Another World: 20th Anniversary Edition for iOS has found a home on Valve’s Steam service. But are the HD visuals and remastered sound enough to once again capture our imagination and do they warrant the $9.99 price tag? Hit the jump and all will be revealed…
“Think any game reviewers won’t get this one?”
That’s the text that accompanies the very first trophy you get in Hyperdimension Neptunia Victory. We here at Sega Addicts never really “got” the Hyperdimension Neptunia franchise. The premise of a game based around the console wars sounded fun on paper, but the execution has been anything but. The first game, while given a lot of hype (and a contest even) initially, was basically written off as a borefest, and Mk2? Well… The lengthy rant on the I had on the creepiness factor should speak for itself.
But I also mentioned that deep down, there was a good game scratching and clawing to break free from the lolicon fantasies and overall blandness that put me off before, and when no one else here was interested in covering the third sequel, I couldn’t help but feel the need to give Neptune and Co. one last chance to impress me and right the wrongs of Mk2.
Which brings us to Victory. By bringing back the heroines from the first game and setting itself in a world based around the early console wars, does the latest game in this beleaguered series finally live up to its initial potential? Or is my show of good faith rewarded with another plodding pedophile nightmare? Hit that jump to find out.
Also available on PS3 and PC
Please note that the following review is for the pre-patch version of Aliens: Colonial Marines. Since those who are still not online will be saddled with the version they originally purchased no matter what, I feel it’s important to be honest about the game that was initially shipped. For a brief addendum discussing my feelings on the post-patch experience, check out the end of the review.
Since its premature reveal, the legacy of Aliens: Colonial Marines has been one of boastful promises. Finally, we were going to have an Aliens shooter that truly lived up to the atmosphere and nerve-jangling tension of its well-loved source material. Finally, we were going to see Sega back on the top, wielding a formidable shooter with a real potential for longevity. Finally, we’d get our hands on a nearly forgotten title that’s been fading in and out of existence for years. Finally, the plot of Aliens 3 would be justified.
Perhaps that’s why the final product hurts so badly.
Also available on XBox 360
There are very few series I love more than Metal Gear, and even fewer characters I adore more than Raiden. So when it was announced he was getting his own game, based around his newly acquired cyborg ninja skills, I couldn’t have been more excited.
And then nothing else came of it. Outside of a small teaser trailer, the game had practically fallen into the shadows, and at one point, Hideo Kojima quietly canceled the original Metal Gear Solid: Rising. That is, until he decided to bring action game gods and unofficial Sega development powerhouse Platinum Games into the fold to help finish Raiden’s big day out.
Armed with a new title, a new gameplay focus, a healthy dose of attitude not seen in the Metal Gear series before, and a team of two of the best development teams in the business today, Metal Gear Rising: Revengeance has all the potential in the world to steal the mantle of this generation’s best action title. Does it live up to the hype? Hit the jump to find out. More >
Putting Sonic the Hedgehog in an “endless runner” game is probably the most logical idea to arrive on the smart phone marketplace. Running at break-neck speeds for over 2 decades, it almost feels like Sonic has been going through endless runner games since the Genesis days. Sonic Dash, however, does some things differently from the other endless runners, and copies some ideas where it should. Do these ideas fare well with the game overall? Or should you just go back to Temple Run? Hit that spring jump to find out. More >
Modern media certainly isn’t shy about regurgitating old ideas to reach new crowds, but there’s no denying that Sega’s corner of the iOS market is especially rife with repackaged ports that boast some gussied up presentation and not a whole lot else. Sure, it’s a profitable (and safe) route to take, but it’s also hard not to be a little disappointed.
Even with that in mind, the announcement of an iOS edition of After Burner Climax had my interest piqued in no small way. That’s because the overall quality of Sega’s iOS ports seems to be improving. The iOS version of Sonic & Sega All-Stars Racing controls beautifully and looks gorgeous, and the virtual controls on the iOS version of Sonic CD are leaps and bounds better than those found in just about any other Sonic iOS iteration.
So if previous vehicular titles like All-Stars Racing fared so well, then surely the largely on-rails control and exceedingly simple gameplay of After Burner could achieve at least a comparable level of quality. Right?
Also on PS3, Wii U, and Steam
It might be graceless to start off a review with claims of undying love but I’d like to get it out there that I do love Double Fine. They have a certain style and humor that really stands out in today’s brown and dirty-yellow visual ideals. Their games are always a delight and I consistently look forward to each new original release. And as you can probably tell we’re big Sega fans here meaning that when this partnership was revealed I couldn’t be happier. It was a match made in videogame heaven.
So why, dear reader, would I kick off this seemingly ultimate friendship’s first game The Cave‘s review with something shallow unapologetically loving? Well my intent was to lay my cards on the table and say that Double Fine is a great company, well worth their spot in the games industry, because disappointingly The Cave is not. Hit the jump to see why.
Also available on PS3
If you follow Sega Addicts in any capacity, you know that Anarchy Reigns has been a long time coming. It’s no secret that we’ve been anticipating Platinum’s latest offering for well over a year, our collective breath fogging up Sega’s proverbial shop window for what seems like a condensed eternity.
So of course any game cursed to spend this much time brewing in the pot simply begs that annoying age-old question—does this supremely hyped title live up to our expectations? Now that the sun is finally inching its way toward the horizon on an extended console generation, is Anarchy Reigns a fitting blood-soaked finale to Platinum’s consistently solid run of Sega-published titles?
Weeeeellll… Sort of.
Also available on PS3, Wii U, and Vita
Kart racing games have invaded our home consoles since the 16-bit era, when Nintendo showed us how it should be done with Mario Kart. Each generation has seen sad attempts at copying Mario Kart’s formula, but also semi-successful games like Crash Team Racing and Sonic R (just kidding). However, not until Sonic & All-Stars Racing: Transformed has a game come along to question whether or not Nintendo should start taking notes from a different kart racer. Could it be? Has Sega started doing again what Nintendon’t anymore? Hit that jump button and deal with my awesome throwback.