Game: BioShock
System: Xbox 360
Release date: August 21, 2007
Developed by: Irrational Games
Published by: 2K Games
It's difficult to pinpoint exactly where to begin a review of BioShock; there is so much going on in the game and yet so many things, places and people which should be experienced first-hand and not merely recapitulated in a critique. The game is filled with revelations, small and large, along with tiny, throwaway moments and unexpected bombshells. BioShock is one of those rare video games which is as much a piece of software as an experience, one which is unique to each individual who plays it.
Set in 1960, BioShock follows Jack, the lone survivor of a plane crash in the middle of the Atlantic Ocean. Players immediately gain control of Jack as he surfaces amid burning wreckage and swims aimlessly in the darkness. Then it appears: a monolith in the moonlight. Jack swims toward the structure, jutting inexplicably from the ocean, and finds inside a derelict submarine. Whether by curiosity or by simple survival instinct, Jack boards the sub, which follows a preset course to Rapture, a fully-realized city built beneath the waves. From that moment on Jack enters into a fight for his life with what's left of the city of Rapture.
BioShock is a first-person shooter (FPS), but it is unlike any FPS yet released. Designed with elements of survival horror games, even role-playing games (RPGs), BioShock is a game which transcends its genre. Not only can Jack upgrade his weapons at specially designed upgrade stations and create custom ammunition from household items scattered across Rapture, he can alter his very genetic code and infuse superhuman powers into his body.
When Jack arrives in Rapture, the city has seen better days. Information about the fate of Rapture is gathered in several ways. Radio transmissions, from friends and enemies, inform Jack where he is and where he should be going; audio journals, hidden throughout the city, give Jack clues to mission objectives and to the major personalities who once lived and thrived in the underwater metropolis. Along the way, he encounters some very haunting and fearsome enemies, including "Big Daddies," walking, armored diving suits.
BioShock should be played to be believed. No review, however glowing, can do it the justice it deserves. Rapture is a marvel of engineering, even without the brilliant backstory, gruesome enemies and incredible customization. A sequel, BioShock 2, is scheduled for release on February 9.
Score: 98/100
VIDEO GAME HEROES
This blog is dedicated to video games, from PONG to the most sophisticated next-generation software.
Friday, January 29, 2010
Saturday, January 23, 2010
Immortal Combat
Game: God of War
System: Playstation 2
Release date: March 22, 2005
Developed by: Sony Computer Entertainment
Published by: Sony Computer Entertainment
Greek mythology gets a bit of a facelift in Sony's God of War, a dark and bloody tale of war, revenge and betrayal. Players control Kratos, a Spartan warrior who once swore allegiance to Ares, the Greek god of war, but who now seeks to destroy his former patron. Aided by other Olympians, Kratos embarks on an odyssey that brings him into contact with mythological beasts, deadly traps and horrible memories from his past.
Kratos is a formidable warrior, physically and tactically. Covered in crimson tattoos, his skin ghostly pale, Kratos attacks his enemies with the "Blades of Chaos," jagged short swords attached to chains fused to his forearms. Throughout his journeys, Kratos collects red orbs which can be used to power up the Blades or enhance the range/power of magical spells gifted to the Spartan by Athena, Poseidon, etc.
God of War is not merely an action game; it features adventure elements, like puzzle-solving, and platform elements, like scaling vertical cliffs and swinging from rope to rope. The Temple of Pandora, by far the largest and most challenging episode in the game, requires players to solve the temple's riddles, evade dangerous traps and dive deep into submerged chambers.
Make no mistake: God of War is a mature game. It contains huge amounts of blood and gruesome finishing moves, along with nudity and sexual content. But God of War is not gratuitously violent or ghastly; it is a story of the violence, wickedness and weakness of humanity. It is very clear from the beginning that Kratos is no hero.
God of War could justifiably be called the Playstation 2 franchise; critics and consumers certainly loved it, along with God of War II, and are eagerly awaiting the soon-to-be-released God of War III for Playstation 3. It is undoubtedly a great game, but it may be slightly overrated, especially by IGN, which placed it above Resident Evil 4 as their 2005 Game of the Year.
Score: 95/100
System: Playstation 2
Release date: March 22, 2005
Developed by: Sony Computer Entertainment
Published by: Sony Computer Entertainment
Greek mythology gets a bit of a facelift in Sony's God of War, a dark and bloody tale of war, revenge and betrayal. Players control Kratos, a Spartan warrior who once swore allegiance to Ares, the Greek god of war, but who now seeks to destroy his former patron. Aided by other Olympians, Kratos embarks on an odyssey that brings him into contact with mythological beasts, deadly traps and horrible memories from his past.
Kratos is a formidable warrior, physically and tactically. Covered in crimson tattoos, his skin ghostly pale, Kratos attacks his enemies with the "Blades of Chaos," jagged short swords attached to chains fused to his forearms. Throughout his journeys, Kratos collects red orbs which can be used to power up the Blades or enhance the range/power of magical spells gifted to the Spartan by Athena, Poseidon, etc.
God of War is not merely an action game; it features adventure elements, like puzzle-solving, and platform elements, like scaling vertical cliffs and swinging from rope to rope. The Temple of Pandora, by far the largest and most challenging episode in the game, requires players to solve the temple's riddles, evade dangerous traps and dive deep into submerged chambers.
Make no mistake: God of War is a mature game. It contains huge amounts of blood and gruesome finishing moves, along with nudity and sexual content. But God of War is not gratuitously violent or ghastly; it is a story of the violence, wickedness and weakness of humanity. It is very clear from the beginning that Kratos is no hero.
God of War could justifiably be called the Playstation 2 franchise; critics and consumers certainly loved it, along with God of War II, and are eagerly awaiting the soon-to-be-released God of War III for Playstation 3. It is undoubtedly a great game, but it may be slightly overrated, especially by IGN, which placed it above Resident Evil 4 as their 2005 Game of the Year.
Score: 95/100
Wednesday, January 20, 2010
Cold War
Game: Lost Planet: Extreme Condition
System: Xbox 360
Release date: January 12, 2007
Developed by: Capcom
Published by: Capcom
Game developer Capcom certainly has a diverse portfolio. Known primarily for perhaps the greatest fighting game franchise ever made Street Fighter, Capcom has in the last five years made software for the Game Boy Advance, Playstation 2, Nintendo Wii and Xbox 360. One of their projects, originally exclusive to the Xbox 360, is Lost Planet: Extreme Condition, a third-person shooter with some great play mechanics but a cryptic, sometimes convoluted storyline.
Lost Planet is set in the future on a hostile ice world (E.D.N. III), the third planet to be colonized by humans. Players learn that the original colonization experiment was interrupted by the Akrid, a territorial and dangerous insectoid species native to the planet. When colonists discover inside the bodies of the Akrid precious "thermal energy," an energy source superior to all known fossil fuels, they become determined to reclaim E.D.N. III, wipe out the Akrid and harvest thermal energy. In the interlude between colonization attempts, the colonists who were not rescued remained on the ice planet and eventually formed small bands of "snow pirates." Lost Planet is the story of one such group of pirates.
Lost Planet is more or less a typical third-person shooter, although its setting on a frozen planet allows Capcom to introduce a few unique elements. For example, players control Wayne, an amnesiac rescued by snow pirates, who must constantly replenish his thermal energy supply (by defeating enemies and activating data posts) to survive the harsh weather conditions of E.D.N. III. Thermal energy is also necessary to operate mechanized walkers called "Vital Suits."
The art direction and creature design in Lost Planet are especially impressive. As Wayne, players walk through dilapidated buildings and snowy avenues littered with overturned cars and frozen bodies. They also enter Akrid hives, glowing orange with thermal energy, and military bases, swarming with sentry robots. The Akrid, which come in all shapes and sizes, are similarly well-designed. Lesser drones, some which look like flying trilobites, some which resemble the creatures from Starship Troopers, are easy to dispatch; larger Akrid, which tower several stories high, are incredibly tough to destroy and often appear as boss enemies.
The greatest drawback in Lost Planet is its confusing storyline, which begins as a simple revenge story and becomes increasingly convoluted as the game moves ahead and more characters are introduced. A sequel, Lost Planet 2, is scheduled for release in May.
Score: 86/100
System: Xbox 360
Release date: January 12, 2007
Developed by: Capcom
Published by: Capcom
Game developer Capcom certainly has a diverse portfolio. Known primarily for perhaps the greatest fighting game franchise ever made Street Fighter, Capcom has in the last five years made software for the Game Boy Advance, Playstation 2, Nintendo Wii and Xbox 360. One of their projects, originally exclusive to the Xbox 360, is Lost Planet: Extreme Condition, a third-person shooter with some great play mechanics but a cryptic, sometimes convoluted storyline.
Lost Planet is set in the future on a hostile ice world (E.D.N. III), the third planet to be colonized by humans. Players learn that the original colonization experiment was interrupted by the Akrid, a territorial and dangerous insectoid species native to the planet. When colonists discover inside the bodies of the Akrid precious "thermal energy," an energy source superior to all known fossil fuels, they become determined to reclaim E.D.N. III, wipe out the Akrid and harvest thermal energy. In the interlude between colonization attempts, the colonists who were not rescued remained on the ice planet and eventually formed small bands of "snow pirates." Lost Planet is the story of one such group of pirates.
Lost Planet is more or less a typical third-person shooter, although its setting on a frozen planet allows Capcom to introduce a few unique elements. For example, players control Wayne, an amnesiac rescued by snow pirates, who must constantly replenish his thermal energy supply (by defeating enemies and activating data posts) to survive the harsh weather conditions of E.D.N. III. Thermal energy is also necessary to operate mechanized walkers called "Vital Suits."
The art direction and creature design in Lost Planet are especially impressive. As Wayne, players walk through dilapidated buildings and snowy avenues littered with overturned cars and frozen bodies. They also enter Akrid hives, glowing orange with thermal energy, and military bases, swarming with sentry robots. The Akrid, which come in all shapes and sizes, are similarly well-designed. Lesser drones, some which look like flying trilobites, some which resemble the creatures from Starship Troopers, are easy to dispatch; larger Akrid, which tower several stories high, are incredibly tough to destroy and often appear as boss enemies.
The greatest drawback in Lost Planet is its confusing storyline, which begins as a simple revenge story and becomes increasingly convoluted as the game moves ahead and more characters are introduced. A sequel, Lost Planet 2, is scheduled for release in May.
Score: 86/100
Sunday, January 17, 2010
Lead Zeppelin
Game: Crimson Skies: High Road to Revenge
System: Microsoft Xbox
Release date: October 21, 2003
Developed by: FASA Interactive
Published by: Microsoft Game Studios
Video games have evolved to a point of such sophistication and customization that some of the mindless fun which defined the first generation of games has been lost. Subsequently, a product like Crimson Skies: High Road to Revenge is something of a throwback, a game which knows how enjoyable it is to fly a souped up fighter plane and shoot giant zeppelins out of the sky.
Crimson Skies is set in an alternate reality where the Great Depression has fractured the United States into dozens of rival nations. Train travel has become largely obsolete; commerce is now conducted in the sky, where planes and zeppelins fill the horizon. One of the consequences of air traffic is airborne piracy. Enter the Fortune Hunters, who appear to be the best of the bad guys, led by fearless pilot Nathan Zachary. As Zachary, a gambling, hard-drinking, womanizing playboy, players perform several insignificant tasks until a sudden tragedy reveals a sinister plot.
Although Crimson Skies has several missions which are necessary to move the plot forward, the game is littered with side-missions which can earn Zachary money and tokens, both of which are necessary to upgrade planes in the Fortune Hunters' zeppelin Pandora. Each environment has several locations where Zachary can accept an odd job, enter a race or protect a civilian shipment from rival raiders. Alternatively, players can simply fly casually around islands, through tunnels and into canyons looking for hidden items. Crimson Skies boasts an open-endedness uncommon to many other flying shooters.
Throughout the game, players can pilot over twelve vehicles (some available only via Xbox Live) including "Zep Killers," "Dog Fighters," and "Interceptors." Each has its strengths and weaknesses; for example, "Interceptors" are extremely fast and ideal for quick strafing runs, but have poor maneuverability and weak armor plating. Players can also pilot a seaplane and something called a gyrocopter.
Crimson Skies is a relatively short experience, but unapologetically fun while it lasts. It can be played alone or with up to 16 challengers over Xbox Live.
Score: 88/100
System: Microsoft Xbox
Release date: October 21, 2003
Developed by: FASA Interactive
Published by: Microsoft Game Studios
Video games have evolved to a point of such sophistication and customization that some of the mindless fun which defined the first generation of games has been lost. Subsequently, a product like Crimson Skies: High Road to Revenge is something of a throwback, a game which knows how enjoyable it is to fly a souped up fighter plane and shoot giant zeppelins out of the sky.
Crimson Skies is set in an alternate reality where the Great Depression has fractured the United States into dozens of rival nations. Train travel has become largely obsolete; commerce is now conducted in the sky, where planes and zeppelins fill the horizon. One of the consequences of air traffic is airborne piracy. Enter the Fortune Hunters, who appear to be the best of the bad guys, led by fearless pilot Nathan Zachary. As Zachary, a gambling, hard-drinking, womanizing playboy, players perform several insignificant tasks until a sudden tragedy reveals a sinister plot.
Although Crimson Skies has several missions which are necessary to move the plot forward, the game is littered with side-missions which can earn Zachary money and tokens, both of which are necessary to upgrade planes in the Fortune Hunters' zeppelin Pandora. Each environment has several locations where Zachary can accept an odd job, enter a race or protect a civilian shipment from rival raiders. Alternatively, players can simply fly casually around islands, through tunnels and into canyons looking for hidden items. Crimson Skies boasts an open-endedness uncommon to many other flying shooters.
Throughout the game, players can pilot over twelve vehicles (some available only via Xbox Live) including "Zep Killers," "Dog Fighters," and "Interceptors." Each has its strengths and weaknesses; for example, "Interceptors" are extremely fast and ideal for quick strafing runs, but have poor maneuverability and weak armor plating. Players can also pilot a seaplane and something called a gyrocopter.
Crimson Skies is a relatively short experience, but unapologetically fun while it lasts. It can be played alone or with up to 16 challengers over Xbox Live.
Score: 88/100
Friday, January 15, 2010
Dungeons & Dragons
Game: Tomb Raider II Starring Lara Croft
System: Sony Playstation
Release date: November 18, 1997
Developed by: CORE Design Limited
Published by: Eidos Interactive
Some video game formulas simply work and should not be tampered with. That surely was the thinking of the development team behind Tomb Raider II, which chose wisely to retain the original Tomb Raider engine instead of scrapping it and starting over from scratch. That is not to say that Tomb Raider II is simply a carbon copy of the original Tomb Raider; it is larger, more complex and much heavier on action than its predecessor.
Tomb Raider II begins with a short cut-scene that introduces the Dagger of Xian, a mystical instrument used by the mythical emperor of China to transform himself into a fearsome dragon. Players discover that a brave monk rescued the dagger and hid it deep within the Great Wall of China, where it has rested until now. Enter Lara Croft, the well-endowed (financially and physically) treasure hunter, who finds herself in China looking for the lost dagger. Along the way she discovers that another party, an Italian mobster named Marco Bartoli, is interested in obtaining the dagger. Thus Croft heads to Venice to find answers.
Like the first installment, Tomb Raider II is a globetrotting action-adventure game that is equal parts situational problem-solving, death-defying acrobatics and firefights with dangerous animals, mythical creatures and gun-toting henchmen. Croft travels from China to Venice to Nepal, even to a sunken ship at the bottom of the sea. Along the way she must use her brains, acrobatic ability and impressive arsenal to survive. Also at Croft's disposal, for the first time, are vehicles, which add diversity to the game. She can pilot a small speed boat in the canals of Venice or race across the snowy foothills of Nepal in a snowmobile.
Although it uses the Tomb Raider engine, Tomb Raider II is more action-oriented than the premier game. Encounters with enemies occur more frequently and preserving ammunition becomes more important. Thankfully, the game allows players to save at ANY point during the game, replacing the isolated save crystals found in the first Tomb Raider. Since the enemies are more dangerous (especially in the later chapters) and the traps more deadly, the ability to quick-save is something of a godsend.
Tomb Raider II also features the option to visit Croft's mansion independently of the main campaign, where players can re-accustom themselves with Croft's climbing, jumping and swimming skills or simply explore the mansion interior and grounds.
Score: 97/100
System: Sony Playstation
Release date: November 18, 1997
Developed by: CORE Design Limited
Published by: Eidos Interactive
Some video game formulas simply work and should not be tampered with. That surely was the thinking of the development team behind Tomb Raider II, which chose wisely to retain the original Tomb Raider engine instead of scrapping it and starting over from scratch. That is not to say that Tomb Raider II is simply a carbon copy of the original Tomb Raider; it is larger, more complex and much heavier on action than its predecessor.
Tomb Raider II begins with a short cut-scene that introduces the Dagger of Xian, a mystical instrument used by the mythical emperor of China to transform himself into a fearsome dragon. Players discover that a brave monk rescued the dagger and hid it deep within the Great Wall of China, where it has rested until now. Enter Lara Croft, the well-endowed (financially and physically) treasure hunter, who finds herself in China looking for the lost dagger. Along the way she discovers that another party, an Italian mobster named Marco Bartoli, is interested in obtaining the dagger. Thus Croft heads to Venice to find answers.
Like the first installment, Tomb Raider II is a globetrotting action-adventure game that is equal parts situational problem-solving, death-defying acrobatics and firefights with dangerous animals, mythical creatures and gun-toting henchmen. Croft travels from China to Venice to Nepal, even to a sunken ship at the bottom of the sea. Along the way she must use her brains, acrobatic ability and impressive arsenal to survive. Also at Croft's disposal, for the first time, are vehicles, which add diversity to the game. She can pilot a small speed boat in the canals of Venice or race across the snowy foothills of Nepal in a snowmobile.
Although it uses the Tomb Raider engine, Tomb Raider II is more action-oriented than the premier game. Encounters with enemies occur more frequently and preserving ammunition becomes more important. Thankfully, the game allows players to save at ANY point during the game, replacing the isolated save crystals found in the first Tomb Raider. Since the enemies are more dangerous (especially in the later chapters) and the traps more deadly, the ability to quick-save is something of a godsend.
Tomb Raider II also features the option to visit Croft's mansion independently of the main campaign, where players can re-accustom themselves with Croft's climbing, jumping and swimming skills or simply explore the mansion interior and grounds.
Score: 97/100
Sunday, January 10, 2010
Future War
Game: Killzone
System: Playstation 2
Release date: 11/3/2004
Developed by: Guerrilla Games
Published by: Sony Computer Entertainment
Video game critics will never confess that their opinions are sometimes influenced by pre-launch hype or, more accurately, the disappointment and surprise that accompanies a game which fails to "live up" to the hype; but critics, like all of us, are victims of their own expectations. Take Killzone, a 2004 PS2 first-person shooter which was touted in the months before its release as a "Halo-killer." When it failed to match critics' lofty expectations, it was summarily panned, even though it represents one of the best shooters on the PS2. Today, Killzone stands as one of the most underrated and underappreciated games ever made.
Killzone is set in the future, when humanity is colonizing outer space. In an opening cut-scene, players meet the Helghast empire, a group of human colonists who have undergone mutation and now view Earth and its loyal colonies as the enemy. The game begins as Helghast troops launch a full-scale attack on the planet Vekta, a colony loyal to Earth and the Interplanetary Strategic Alliance (ISA). Players then take control of ISA Captain Jan Templar, pinned down under enemy fire and surrounded by Helghast shocktroopers.
Killzone unfolds across several environments on Vekta: urban slums, steamy swamps, snowy mountain summits, etc. All have been drawn masterfully by the designers at Guerrilla Games, who have built in Killzone a bleak vision of humanity's future, painted with gritty grays. The villains of the game, the Helghast, are another feat of imaginative thinking; most appear dressed in black fatigues, wearing rebreathers and goggles which glow orange. One could easily draw parallels between the Helghast army and the Nazi war machine.
Players begin the game as Captain Templar, but as he is joined by other heroes, players can begin chapters as one of four soldiers. Each is equipped with his or her own weapons and skills. The relationships between and among the four-person team are explored in cut-scenes sprinkled throughout the game. Cut-scenes also propel the plot, which becomes more involving and suspensful as the game progresses.
Although its not the "Halo-killer" some had anticipated, Killzone is an excellent game with an engaging storyline, some great combat and an unmatched visual style. Killzone also features offline and online multiplayer matches, supporting up to 16 players on a local server.
Score: 94/100
System: Playstation 2
Release date: 11/3/2004
Developed by: Guerrilla Games
Published by: Sony Computer Entertainment
Video game critics will never confess that their opinions are sometimes influenced by pre-launch hype or, more accurately, the disappointment and surprise that accompanies a game which fails to "live up" to the hype; but critics, like all of us, are victims of their own expectations. Take Killzone, a 2004 PS2 first-person shooter which was touted in the months before its release as a "Halo-killer." When it failed to match critics' lofty expectations, it was summarily panned, even though it represents one of the best shooters on the PS2. Today, Killzone stands as one of the most underrated and underappreciated games ever made.
Killzone is set in the future, when humanity is colonizing outer space. In an opening cut-scene, players meet the Helghast empire, a group of human colonists who have undergone mutation and now view Earth and its loyal colonies as the enemy. The game begins as Helghast troops launch a full-scale attack on the planet Vekta, a colony loyal to Earth and the Interplanetary Strategic Alliance (ISA). Players then take control of ISA Captain Jan Templar, pinned down under enemy fire and surrounded by Helghast shocktroopers.
Killzone unfolds across several environments on Vekta: urban slums, steamy swamps, snowy mountain summits, etc. All have been drawn masterfully by the designers at Guerrilla Games, who have built in Killzone a bleak vision of humanity's future, painted with gritty grays. The villains of the game, the Helghast, are another feat of imaginative thinking; most appear dressed in black fatigues, wearing rebreathers and goggles which glow orange. One could easily draw parallels between the Helghast army and the Nazi war machine.
Players begin the game as Captain Templar, but as he is joined by other heroes, players can begin chapters as one of four soldiers. Each is equipped with his or her own weapons and skills. The relationships between and among the four-person team are explored in cut-scenes sprinkled throughout the game. Cut-scenes also propel the plot, which becomes more involving and suspensful as the game progresses.
Although its not the "Halo-killer" some had anticipated, Killzone is an excellent game with an engaging storyline, some great combat and an unmatched visual style. Killzone also features offline and online multiplayer matches, supporting up to 16 players on a local server.
Score: 94/100
Thursday, January 7, 2010
Labyrinth
Game: Shining in the Darkness
System: Sega Genesis
Release date: August 6, 1991
Developed by: Sonic Software Planning
Published by: SEGA
The great thing about video game anthologies is that very often one will find a hidden gem nestled among the more famous "greatest hits." In Sonic's Ultimate Genesis Collection, players can choose from almost 50 games which originally appeared on the Sega Genesis/Mega Drive, including several Phantasy Star, Streets of Rage and Sonic the Hedgehog titles. Overlooked among those superstar games is Shining in the Darkness, a very early Genesis RPG and the progenitor of the Shining series.
Shining in the Darkness takes place in the kingdom of Thornwood, where an evil magician has abducted the king's daughter and the greatest knight in the realm. As the son of the captured knight, you are pressed into service by the king and his advisors and asked to venture into the labyrinth, a five-story maze filled with treasure, traps and loads of deadly monsters. Joining the hero, whose name is determined by the player at the outset of the game, are two friends, Pyra and Milo.
Action in Shining in the Darkness is confined strictly to the labyrinth. As the three heroes obtain treasure and defeat bosses, more levels of the giant maze open up. The game includes no map feature, so navigating the labyrinthine tunnels and corridors can become tedious and frustrating. Players must either rely on a good memory or on a homemade map made independently of the game. Luckily, Pyra can learn a spell which allows the party to view their position in the labyrinth along with adjacent rooms and hallways.
Outside of the labyrinth, players can either visit the castle or the town. In the castle, the hero can interact with the king and his advisors, gaining useful information; in the town, players can save their progress, hear gossip at the tavern and buy all manner of armor, weapons and magical items. Should the entire party perish in the halls of the labyrinth, all will be resurrected at the temple in town.
Although its not nearly as good as the greatest RPGs of the early 1990s, Shining in the Darkness is a well-designed and challenging experience with an easy-to-use combat system, a few unexpected twists and a fair difficulty curve. It was followed by two dozen titles (many available only in Japan), including Shining the Holy Ark and Shining Force III.
Score: 83/100
System: Sega Genesis
Release date: August 6, 1991
Developed by: Sonic Software Planning
Published by: SEGA
The great thing about video game anthologies is that very often one will find a hidden gem nestled among the more famous "greatest hits." In Sonic's Ultimate Genesis Collection, players can choose from almost 50 games which originally appeared on the Sega Genesis/Mega Drive, including several Phantasy Star, Streets of Rage and Sonic the Hedgehog titles. Overlooked among those superstar games is Shining in the Darkness, a very early Genesis RPG and the progenitor of the Shining series.
Shining in the Darkness takes place in the kingdom of Thornwood, where an evil magician has abducted the king's daughter and the greatest knight in the realm. As the son of the captured knight, you are pressed into service by the king and his advisors and asked to venture into the labyrinth, a five-story maze filled with treasure, traps and loads of deadly monsters. Joining the hero, whose name is determined by the player at the outset of the game, are two friends, Pyra and Milo.
Action in Shining in the Darkness is confined strictly to the labyrinth. As the three heroes obtain treasure and defeat bosses, more levels of the giant maze open up. The game includes no map feature, so navigating the labyrinthine tunnels and corridors can become tedious and frustrating. Players must either rely on a good memory or on a homemade map made independently of the game. Luckily, Pyra can learn a spell which allows the party to view their position in the labyrinth along with adjacent rooms and hallways.
Outside of the labyrinth, players can either visit the castle or the town. In the castle, the hero can interact with the king and his advisors, gaining useful information; in the town, players can save their progress, hear gossip at the tavern and buy all manner of armor, weapons and magical items. Should the entire party perish in the halls of the labyrinth, all will be resurrected at the temple in town.
Although its not nearly as good as the greatest RPGs of the early 1990s, Shining in the Darkness is a well-designed and challenging experience with an easy-to-use combat system, a few unexpected twists and a fair difficulty curve. It was followed by two dozen titles (many available only in Japan), including Shining the Holy Ark and Shining Force III.
Score: 83/100
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