Game Cube Games


Tony Hawk screenshot 2Tony Hawk screenshotTony Hawk screenshot 3

The Tony Hawk franchise has attained a rare status that only a select few games can claim: critic-proof.

Other games which fit this category include various sports franchises and Nintendo’s long-in-the-tooth icons - these games are for the established fanbase, and really don’t require much in the way of critical analysis, because they’re largely exempt from terms like ‘good’ or ‘bad’. There’s enough fans who will buy them, sight unseen, and unless the developer seriously upsets the apple cart, that’s exactly what they will do. Those who aren’t already fans need not bother even considering it, because if there’s a reason you didn’t like the series before, odds are that isn’t going to be addressed in this, or any future, iterations. The important thing is to keep the diehards happy.

Tony Hawk’s American Wasteland (the game that would otherwise be known as Tony Hawk’s Pro Skater 7, but thankfully developer Neversoft and publisher Activision have helped distinguish between the first four enjoyable Pro Skaters and the three bleh ones that don’t even bother to have the word ’skate’ in the title) is certainly more palatable than the wretched two Undergrounds that preceded it . . . but that’s like saying getting a wart burned off your feet with a laser is better than getting a rotting tooth pulled without anesthesia. Neither activity is particularly fun.

For the most part, though, THAW is the same as the THUGs - you’ve got the Story Mode that passes for some sort of innovation with this series, since not much else changes, and for those who can do without a narrative when it comes to their skating, there’s Classic Mode.

In Story Mode, you play one of a number of pre-selected no-name skaters, using the stereotypical teen angst of “oh, woe is me, no one ‘understands’ me” as its core. Spoiler warning: your avatar starts out as a nobody and eventually becomes a pro skater. Do yourself a favor and constructively use the hours I’ve just saved you slogging through lame attempts at satire with goals like “do a kickflip over actor Ben Whofleck’s head, and man, didn’t he suck in Pearl Harbor?”

For a game that’s supposed to represent a hipper-than-thou fringe subculture, there’s a bad sitcom mentality at work here. Most of THAW’s Story Mode seems firmly aimed at the gamer who feels they’ve recently just outgrown Pokemon, and I apologize to any thirteen-year-olds out there who are a little too smart for this tripe.

Like many other developers, Neversoft patiently waited their turn in line to be able to rip off Grand Theft Auto, and the end result is the elimination of levels in THAW - Los Angeles is one huge level open for your skateboarding bliss. So many lines in this vast urban playground, so little time . . . but thankfully, you can just hop off of your board and run around on foot while keeping your combo points racking up. (A couple more installments of this series and you’ll simply be able to score points by walking around holding your skateboard, shopping for new clothes and hairstyles. Combos will be based on how quickly you can get a mullet at the barber and then run down the street to nab a really cool pair of shoes.)

If you get bored of walking and skating, there’s always BMX bikes, because nothing screams Tony Hawk like riding a bike (which, admittedly, is a step up from driving cars in THUG). Activision’s O2 line of extreme sports titles (like Tony Hawk but with snowboards, bikes, surfboards, etc.) collapsed when the bottom fell out of the genre and the corpses of all the Tony Hawk clones that other publishers cranked out began to smell, so rather than risk a stand-alone BMX game, it’s now a ‘feature’ in Tony Hawk. Next year, in THAW 2: surfboarding.

Of course, as a nod to cynics like me who claim they used to really like the older THPS games, there’s Classic Mode, which has ‘old-school’ levels with ‘old-school’ timed goals and none of that new fangled streaming levels and weak attempt at a plot. Sorry, guys, no dice. These levels either aren’t as smartly designed as the THPS classics, and those levels that are essentially the old levels repackaged . . . I’ve said it before and I’ll say it again: these levels looked better on the Dreamcast in 2000 than they do on the Xbox, PS2, and GC in 2005, and that just shouldn’t be.

The irony is that this franchise has been around long enough to be able to actually attempt a stab at some sort of nostalgia, but playing Classic Mode just made me want to pull out the old Pro Skaters, create some new avatars, and play them.

If there’s a saving grace to THAW, it’s the online modes on the PS2 - and finally Xbox - and in my opinion, this is the only thing worth bothering with the game for. This part is still actually fun.

The Tony Hawk franchise is like a popular, top-of-the-ratings TV show whose creators are driven by the money rather than any sort of creativity, and just keep cranking out new episodes, even though half the original cast has since left and the writers are dipping into the bottom of the barrel for ideas. It’s sad to see sequelitis claim one of the few truly original styles of gameplay to debut the past ten years, and even sadder to see a game that once had a very anti-establishment, cutting edge vibe become a bloated, marketing-driven self-parody of itself.

It’s hard to believe that a skateboarding game has become as popular with such a wide audience as this franchise has, and that fairy-tale sort of unexpected success makes it so annoying to watch the series dive head-first into repetitive mediocrity - I guess sales can justify cranking out a new disc every twelve months, but I find it hard to believe that more gamers aren’t getting bored out of their skulls with this.

Of course, what I think is irrelevant. As I said in the opening, Tony Hawk is critic-proof, so by this point, you’re likely either agreeing with me about the sad decline of a once-great name, or hating me for ‘unfairly’ blasting one of your favorites. There’s a third group, those who really don’t care about Tony Hawk one way or the other, and they may have the right idea, because they’re certainly not missing much in THAW.

Game Cube Scaler ScreenShot 3Gamecube Scaler ScreenshotScaler Screenshot 1

It was the 90’s. Alternative rock and gangsta rap ruled the airways, flannel shirts were in, and Seinfeld was yet to be in syndication. Oh, and little games called Crash Bandicoot and Spyro the Dragon were out at the time. With charming characters, colorful visuals, and clever challenges, it just didn’t get much better when it came to platforming. Without a doubt, it’s a period in my gaming career that I’ll always hold dear. Of course, these days, with franchises like Jak & Daxter and Ratchet & Clank, the genre was just been elevated to a different level, and the old tricks, while still charming, just don’t work with today’s gamers. Scaler, a new game from Global Star Software, looked to be a great trip down memory lane, giving us all of the great fun of last generation, while still keeping current with the elaborate techniques of today. Sadly, it seems to just be a Crash or Spyro re-hash with prettier visuals.

Scaler tells the story of Bobby Jenkins, a young teen activist and resident lizard-enthusiast. When he learns that his next-door neighbor might be stealing his favorite reptile’s eggs, he heads over to investigate. It’s here that he finds out that his neighbor as well as corporate bigwigs are actually a team of mutants threatening humanity. Too bad for Bobby he’s in their grasps, and he’s being pumped full of lizard energy (something that’s quite painful, although I’m not sure why). Eventually, there’s an energy overload and Bobby is thrust into a portal. When he reaches the end of the wormhole, he finds that not only is he in a weird marsh-like world, but he has also transformed into a humanoid-esque lizard. A little later in the game, he’ll meet up with Leon, another poor soul who is stuck in the odd dimension. He’ll be there to offer moral support and transportation to new levels on the world map. Adopting the name “Scaler,” Bobby must now find a way back home and assure the safety of his reptilian friends once again.
The story was a little vexing at first, but soon I simply accepted it was meant for a child and thus shouldn’t be given too much thought. Not many things make sense, inferring its aimed appeal at people with low attention spans, as changes in dialogue and overall plot twist and bend almost to an annoying degree. Some characters aren’t even given proper introductions and a lot of the opening cutscene will be a bit confusing for a while. I’m always looking for a good story in a game and this is one of the worst I’ve encountered For shame.

The gameplay is very reminiscent of a 32-bit game. In other words, it’s very primitive. The main objective here is to traverse through overly repetitive platforming levels and find a gigantic lizard egg. After that, you’ll be transported to the beginning of the level, where your transport awaits. Every once in a while you’ll find a boss battle, or as I like to call it: cheap excuse for a boss so that the game seems a little longer. These “battles” pit you against a monster of the world where you’ll have to exploit an obvious weakness that never changes or gets more difficult for the duration of the level. To be honest, it’s a total bore-fest, and I wouldn’t wish these on my worst enemy.

With a limited move-set and childish combat, there’s not much here to keep you interested. One of the only things Scaler does right is the integration of shape-shifting. Over the course of the game, you’ll discover ways to transform into other creatures to adapt to your environment. You’ll take the from of everything, from small, bowling gremlins (just take my word on this one) to flying manta-rays. Also, you’re given the chance to create a burst of electricity through gathering energy on vines. “How?” you might ask. You’ll be surfing along them, which actually has a great effect on the gameplay. Still, even with all of this, I wasn’t impressed.
Another feature that detracts from the experience is the incredibly spotty control scheme. By tapping the analog lightly, I nearly ran a mile. Buttons are sometimes not responsive, and jumping is a little hard to manage with the terrible camera. Because of this, I died many unnecessary deaths, and became more frustrated that I needed to be with this already disappointing title.

The visuals in this game are mediocre at best. Leon looks particularly below par (when I can see the polygons on your character, it’s a bad thing). The frame rate is low at times even when there isn’t a lot of action on-screen, something I’m even sure how to explain. Environments basically all look the same and, while colorful, don’t look all that great. Effects are nice, but won’t blow you away, coming across as “average.” A few years ago, graphics like this would have been acceptable, but these days I can’t forgive the lack of detail present in Scaler.

Sound design is an area where I was actually pleasantly surprised. Voice actors did a great job considering their script, and the in-game music suits the environments. Of course, with that being true, they aren’t all that varied. If you can recall the kind of audio that was present in games like Crash, then you’ve hit the nail on the head with this one. Still, the quality is nice and I appreciated the effort.
As aforementioned, I was hoping Scaler would re-kindle my love for old-school platforming, but it has instead trampled those dreams into this: a gaming nightmare that actually makes me cringe. Every time I found something to like in this game I was given five things to hate, ruining any positive experiences. The whole package is horribly dated, and the seasoned gamer shouldn’t give it the time of day. Don’t be tempted with the 20 dollar price tag, as it’s just a means to tempt you into playing this weary attempt at a modern platformer that will anger fans of the genre and newbies alike.
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Resident Evil is credited for inventing the Survival Horror genre and for period of time, ruled it as the best of the best.  But quickly, the series was challenged and began to lose its shine.  To win back the Survival Horror genre and the fans, dramatic changes had to be made without straying too far from the series’ roots.  Resident Evil 4 has a very difficult task to accomplish and the game does an astonishing job of it. 
 

Resident Evil 4 brings with it many drastic changes, all of which make the game much better than previous installments.  The biggest change is the new camera that follows Leon just over his right shoulder.  The new camera gives the player much better view of what is in front of Leon and zooms in during aiming to give the player a better view.  Not only that, but Resident Evil’s trademark ‘turn and move’ controls actually feel good.  Leon is easy to control, but a strafe feature would have been nice though.  The quick access to the knife, quick reload, quick 180˚ turn, and the ‘action button’ are welcomed touches.  The new aiming system gives the player accurate targeting capabilities.  Enemies respond to hits accordingly so careful aiming is important.  Resident Evil 4 is much more action oriented; though there are puzzles and key quests, they take a back seat to the action.  At times Leon will face what seems to be an endless stream of enemies.  Not only that, but throughout half the game Leon will have to make sure Ashley survives, though that is not of much concern.  The enemies aren’t smarter, but they’re faster, unpredictable, and definitely unforgiving.  Make a mistake, and you’ll receive some heavy punishment.  With a large number of enemies, ammo conservation is a concern but never a headache.  The boss fights are something to behold.  Bosses take strategy and quick thinking.  The boss fights are some of the most creative, diverse, and entertaining battles of the game.  There are plenty of new items and many different weapons.  Space is limited and there are no more magic item boxes.  The player will be required to manage Leon’s inventory.  And the player can buy and sell items and weapons.  Money and items are dropped by enemies or found in the environments.  You can sell items and use it to buy new weapons and upgrades.  Like previous installments, this game is difficult.  But the game is never frustrating or tedious.  The variety of the situations Leon is thrown into keeps the engagement fresh.  The game does its best to keep the player felling intense and on edge.  But whether the game is scary or not is more opinionated.  But seasoned veterans of horror games/movies will probably feel unsatisfied with the scares.  Resident Evil 4 is one of the most enjoyable and playable games around.  The experience is not only fulfilling but long.  The average player will clock in about sixteen to twenty hours on the first play though.  There are some fun mini-games and the player is given the option to replay the game using complete game save file, where weapons and items previously collected can be used for a new game. 
 

Visually, it is simply amazing to see what Capcom has done with the GameCube hardware.  Moody environments, realistic characters, horrific creatures, exceptional special effects- all of it combines to create one of the most atmospheric and beautiful games ever.  Leon will face trouble in various locales, ranging from wide open villages to narrow caverns.  The wide diversity in the locales that are in the game are worthy of recognition alone, but Capcom went a step further make sure each environment has a persona of its own.  The characters and environments are stylized fittingly and feature generous amounts of polygons and textures.  The lighting, rain, fog, and other effects make the environments look breathtaking.  The most remarkable part is that everything is done in real time (even the cut-scenes) and moves smoothly without any instance of trouble.  Everything is sharp, clean, and runs at a respectable 30 frames per second and supports progressive scan.  There is the clipping, which is easily ignorable.  But the absence of true widescreen (the game uses letterbox) is a letdown. 
 
Taking full advantage of Dolby Pro Logic II, Resident Evil 4 creates the most absorbing surround sound of any game.  The audio remains clear and on sync.  The ambience, weapons, and everything else sounds excellent.  The voice acting is very well done and appropriately fits the characters.  The musical score is great too, helping to amplify the mood of the areas and situations. 
 

The story of Resident Evil 4 is nicely done.  Leon is on a rescue mission to locate and safely return the President’s daughter.  Leon is lead to a mysterious village in Spain, where he finds some unfriendly locals who do not appreciate his presence.  The story has very little in relation to previous Resident Evil games but that is not an entirely bad thing for fans.  There are plenty of surprises to please old time fans.  The story is very interesting, minus a few anticlimactic scenes, and does not disappoint. 
 
Resident Evil 4 seems to have it all: aesthetics that push the GameCube to the limits, great gameplay that never becomes stale, and quality all around.  Resident Evil 4 not only reinvents the series but completely redefines the genre.  Plenty of surprises, a new camera angle with an accurate aiming system, and more action make it the most enjoyable Resident Evil game yet.  Devotees and newcomers alike will find Resident Evil 4 a fun, challenging, and fantastic adventure.  Minor flaws aside, Resident Evil 4 is one of the finest games ever crafted. 
 
Final words: Resident Evil 4 easily stands as one of this generation’s best games; a new level of achievement for Survival Horror games.   


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