Showing posts with label video. Show all posts
Showing posts with label video. Show all posts

Tuesday, July 12, 2016

Top Ten: Best Sonic the Hedgehog Games (Revisited)


Previously on the SDP, I updated my list of the worst Sonic the Hedgehog games. Despite declaring my love for the Sonic franchise, I did the list anyway because a good fan should not only celebrate the good parts of their fandom, but accept the bad that comes with it. But I wouldn't have been a fan in the first place if it didn't include something providing actual entertainment value, and I'm proud to say that there are enough good Sonic titles to fill yet another top-eleven list. Why top eleven? Because when you’re as big a fan as I am, you’ve got to go one step beyond. So, let’s not waste any time -- Sonic would’ve wanted it that way -- and count down the top eleven best Sonic the Hedgehog games!


11) Sonic the Hedgehog 4: Episode II
Platforms: PlayStation 3 and Xbox 360.
Developer: Sonic Team / Dimps
Release: 2012

Look, how many times do I have to tell you people? I. Liked. Sonic. 4. I don't care what you think about the physics. After all the feature cruft that previous games were stuffed with, I appreciate the back-to-basics approach that Sonic Team and Dimps took with these downloadable-only titles. Sonic 4 goes back to square one, featuring only the abilities from the first and second games. (And the Homing Attack, but that doesn't count. I actually like using it.)  Even so, of the two episodes, I'm putting the second one on this list. In addition to the Chaos Emeralds, each act packs three Red Rings for you to find, and the inclusion of Tails means the addition of two-player support, both local and online. And regardless of whether you thought the physics changes brought on by Episode II made it better, it's comforting to know that Sega at least listens to the opinions of its fans. Capcom, when will you ever be this cool?


10) Sonic the Hedgehog
Platform: Sega Genesis
Developer: Sonic Team
Release: 1991

Of course I’ve got to represent the one that started it all. The first Sonic the Hedgehog game on the Sega Genesis was a unique and well-executed platformer that still holds up to this day. Creativity is omnipresent in the level designs, with trappings like loops and springs which, by my knowledge, would've been impossible to program on anything that came before the Genesis. Still, I'd be lying if I said this isn’t an acquired taste for modern gamers, what with familiar trappings like Spin Dash from Sonic 2 not having been included yet. And say what you want about the role speed should play in the newer games, but some of the levels here, such as the Marble and Labyrinth Zones, don’t feel like they belong in a Sonic game. But may that still not detract from the fact that it laid down the groundwork for even better things to come.


9) Sonic Triple Trouble
Platform: Sega Game Gear
Developer: Aspect
Release: 1994

I'll admit, I didn't have a Sega Genesis growing up, but I did have a Game Gear, and it was the handheld Sonic games for that platform which gave me the bulk of my experience with it. And while my personal favourite was 1993's Sonic Chaos, I'll give credit to its follow-up, Sonic Triple Trouble, for being better technically. The graphics are the most detailed I’ve seen on any 8-bit console, and the gameplay of both Sonic and Tails has been fleshed out, with many abilities and power-ups for both. This portable Sonic game can still stand up to its bigger brothers on the Genesis. Previously reviewed here.


8) Sonic CD
Platform: Sega CD
Developer: Sonic Team
Release: 1993

If there's any reason to own a Sega CD, this might be it. Sonic CD finds ways to wow us in ways the Genesis could only dream of, like the set of visually-stunning levels. But with Sonic's new time-travel abilities, past and future versions of each act are also available for you to explore! Even without those alternate level versions, this is a well-built action game, the likes of which were hard to come by on the Sega CD. So why isn't it higher on this list? The execution of the time-travel system leaves a bit to be desired, as the shifting of platforms and such between time periods creates some awkward level layouts, and the method of time-travel itself is inconvenient. Plus, in order to get the good ending, you have to hunt down the Badnik generators in each of the Past levels. Or, you could just do the Special Stages and collect the Chaos Emeralds -- I mean, Time Stones. As such, perhaps its relative obscurity may have magnified its standing in fans' eyes, but don't get me wrong, it's an incredibly solid adventure. With its recent ports on Steam, PSN, XBox Live, and iOS, you have even fewer reasons to pass it by. And one less reason to waste your money on a Sega CD.


7) Sonic & Knuckles
Platform: Sega Genesis
Developer: Sonic Team / Sega Technical Institute
Release: 1994

The character Knuckles the Echidna was introduced in Sonic the Hedgehog 3, which I will get to eventually, but later that year he was also given his own game: Sonic & Knuckles, where you can play as, well, Sonic or Knuckles. Sonic plays just as you’d expect, whereas Knuckles has his own unique abilities, namely gliding, wall-climbing, and breaking walls to discover areas unreachable by Sonic. Knuckles is pretty cool to play as, and if you want more of him, the Sonic & Knuckles cartridge can open up and lock-on to Sonic 2 or 3, so you can play as him in those games. Now, this game is a little bit short on its own, and some of the levels can drag on a bit too long -- especially Sandopolis Act 2 -- but it’s worth it to give Knuckles a try.


6) Sonic Rush
Platform: Nintendo DS
Developer: Sonic Team / Dimps
Release: 2005

While Sonic had little luck on the console front during the 2000s, the handheld scene was much kinder to the blue blur. Hot on the heels of the Sonic Advance trilogy, Sonic Team and Dimps teamed up once again to bring us Sonic Rush for the DS. The playable characters this time around are Sonic and newcomer Blaze the Cat, the bad@$$ defender of an alternate universe. As both have their own sets of levels for each of the Zones, there are essentially two games in one here. Sonic and Blaze play the same as each other, and in fact both have bestowed upon them a new boost ability. Fast, damaging to enemies, and limited by a refillable meter, this is a natural addition to the series' formula on par with the Spin Dash from Sonic 2.


5) Sonic Advance 3
Platform: Game Boy Advance
Developer: Sonic Team / Dimps
Release: 2004

Marking Sonic's debut on a non-Sega platform, the Sonic Advance trilogy was consistently solid, but I'm picking the third game as the best of the bunch. Perhaps to tie-in with Sonic Heroes -- which I almost put on this list, if you can believe it -- Sonic Advance 3 not only lets you play as one of five characters, but you also get to select a partner character who tags along behind your first choice. And don't worry, they're not tethered to you like in Knuckles Chaotix. The team you choose determines the special abilities at your disposal; for example, Sonic will let you do a speed boost, and Tails will toss you up to higher platforms. This addition makes for an optional yet welcome bit of depth that doesn’t interfere with the already solid platforming, but improves upon it.


4) Sonic the Hedgehog 3
Platform: Sega Genesis
Developer: Sonic Team / Sega Technical Institute
Release: 1994

Sonic 3 was so big, it couldn’t even fit in one game! Literally, the production costs got to the point where Sega had to put the other half of their content in  Sonic & Knuckles. But even on its own, Sonic 3 is a meaty chunk of an adventure. First of all, it builds off the already stellar Sonic 2 with new abilities like Tails’s flight powers, and three flavours of elemental shields. The sprite artwork and effects are even more detailed, and the Special Stages, while tricky, are sure to wow. And it also has a save feature, but on its own, you might not see why.Sonic 3 only contains 12 levels, versus 18 for the first game, although they do take longer to complete. But when you plug Sonic 3 into the lock-in bay on Sonic & Knuckles, you get to play both games back-to-back for an epic quest.


3) Sonic Generations
Platforms: PlayStation 3 and XBox 360
Developer: Sonic Team
Release: 2011

After the unqualified disaster was Sonic the Hedgehog's 15th anniversary, I am pleased to report that his 20th birthday was far more fulfilling, thanks to Sonic Generations. This game serves more or less as a greatest-hits version of the franchise, as it features original levels set in zones taken from across the Genesis, Dreamcast, and modern eras. Whilst some fans would potentially balk at the mere inclusion of settings from the likes of Sonic '06, it's not like they copied everything about those games. And quite frankly, their choice of Crisis City makes for an awesome level. Each has one act each for Classic Sonic, a completely 2D affair with all the abilities from Sonic 2, and one for Modern Sonic, alternating between 2D and 3D segments, much as in Sonic Unleashed and Colors. It seems short at first, but each zone also boasts a set of shorter challenges really boosting the replay value for those who stick around for it. Sonic Generations proves you can have both fanservice and a well-made product.



2) Sonic the Hedgehog 2
Platform: Sega Genesis
Developer: Sonic Team / Sega Technical Institute
Release: 1992

This is it - the video game which defined the Sega Genesis for me in the few opportunities I could play one when I was a lad. And judging by its status as one of the best-selling Genesis titles of all time, selling around 6 million units worldwide (second only to the first Sonic, with 15 million copies), I'm not alone. The level layouts are more inventive than in the first game, and are better-suited to Sonic’s abilities, yet they’re not overly long like in Sonic 3 or Sonic & Knuckles. Too bad things start dulling out by the time you hit Metropolis Zone. But barring that sludgy dreck of a world, the settings are memorable and fun, Masato Nakamura's music is even better, and Sonic's new standing Spin Dash makes getting up those pesky slopes a breeze. Plus, didn't you ever think that the pseudo-3D Special Stages, where you collected rings in a twisting half-pipe, were the coolest thing ever? Well, at least until Tails keeps hitting those bombs and losing your rings. Still, six million people can’t be wrong.

Before I wrap up this list, here are some honourable mentions.

Sonic Chaos for Game Gear. Among the Game Gear titles, I gave Triple Trouble the nod for its attention to detail, but its predecessor, Sonic Chaos, exhibits much of the good stuff that its sequel would build upon. You can play as Sonic or Tails, who have their own abilities and differences in difficulties. Sonic Chaos marked the point where the Game Gear Sonics became more than just ports of the Genesis games and evolved into their own thing. Previously reviewed here.

Sonic Heroes for Nintendo GameCube, PlayStation 2, and XBox. Unlike the Adventure games, Heroes sticks to linear 3-D platforming, but with a twist. You control a team of three characters at once, and you can switch between them on the fly, to take advantage of their specific abilities. This approach allows Sonic Team to leverage the vast cast of characters their franchise has built up over the years, without having them interfere with the Sonic gameplay model.

Sonic Mega Collection Plus for PlayStation 2 and XBox. I kept compilations off of this list because, by virtue of including so many games already on the list, they’d win by default. But my favourite of the Sonic compilation games produced thus far has to be this one. Seven Genesis games, plus six from the Game Gear, plus unlockable non-Sonic games, plus a digital issue of the Sonic comic. If you can find a copy, Mega Collection Plus is a perfect entry point to the Sonic franchise.

Sonic Unleashed for PlayStation 3, XBox 360, and Wii. This was the series' first major change in gameplay mechanics since Sonic Adventure, and it made a world of a difference. The 3D sections have much better control and design, the 2D segments keep things fresh, and even the Werehog stages are fun in a "like God of War but" kind of way.

Sonic The Hedgehog 4: Episode I for PlayStation 3, XBox 360, and Wii. Because [verb] you, that’s why. Previously reviewed here. And here.

And now...


1) Sonic Colors
Platform: Nintendo Wii
Developer: Sonic Team
Release: 2010

As if I haven't made it clear by now, Sonic has gone about most of the 2000s as if in some sort of drugged-up stupor, the likes of which would shame Lindsay Lohan. But late in the decade, I like to think he got some rehab from an unlikely source -- his old rival, Nintendo's Mario. It took a little while after they showed up together in games like Mario & Sonic at the Olympic Games and Super Smash Bros. Brawl, but the Jumpman's influence finally showed through in 2010's Sonic Colors. First and foremost is the game's new key mechanic. Rather a gimmick that creates an entirely separate gameplay experience, like what Adventure and Unleashed thrust upon us, this game's use of power-ups called Wisps is well-integrated into one gameplay format. These colour-coded aliens can be used to transform Sonic into a laser beam, a drill, a sticky buzz-saw, a rocket, and more. While there are occasions where the use of Wisps is mandatory to continue, most of the time they're just tools to reach bonus collectibles with, so at least they're not shoving this new concept in our faces.

In lieu of relying on HD visuals, something the Wii is incapable of, Colors's worlds amaze through all the colourful and original sights they packed in -- this is set in a space-bourne amusement park, after all. You thought you've seen enough underwater and Asian-themed levels to last you a lifetime? Well, imagine both themes smashed into one. By Sonic standards, Sonic Colors is a massive game, with seven zones and six acts in each. Apart from trying to achieve high grades, diligent players can collect the five Red Rings in each zone and unlock Special Stages. Yeah, you could say the physics engine is still a little too tight, if you happened to not like Sonic 4: Episode I so much. But when counting all its good parts, I would compare Sonic Colors to the likes of Super Mario World on the SNES, which -- for the record -- is one of the best video games I've ever played. That I can once again make that kind of comparison proves once and for all that Sonic the Hedgehog is back and better than ever. Mind you, I made that statement before Sonic Boom came out, but still: Sonic Team, thank you for teaching me how to love again.

That’s it for my countdowns, so I’d like to end by saying: Happy anniversary, Sonic the Hedgehog! If you can keep giving is good games for another 25 years, I’ll be a happy camper. And if we get more bad games instead, hey, at least I’ll have enough material for another countdown!


This is IchigoRyu.

You are the resistance.

Monday, July 4, 2016

Top Ten: Worst Sonic the Hedgehog Games (Revisited)


With the recent anniversary of Sonic the Hedgehog, whose first game was delivered unto us in June of 1991, I've decided to finally relaunch my video series by adapting my list of the franchise's top ten worst games, previously written and posted in 2012. But in re-writing the script for that episode, I made so many changes and additions that I decided to post a new article for the new edition of my list, whilst keeping the older version intact for posterity. In fact, I even managed to add an extra slot to this list, making it a top-eleven. Why top eleven? Because when you're as big a fan as I am, you’ve got to go one step beyond. So, let's not waste any time! Sonic would've wanted it this way. Here are the new top eleven worst Sonic the Hedgehog games!

11) Sonic 3D Blast
Platforms: Sega Genesis, Sega Saturn
Developer: Traveller's Tales
Release: 1996

Looking back, it's amazing how little it takes to impress you as a kid. Playing this game in toy stores was a wow-inducing experience for me, since this was the first Sonic the Hedgehog game presented in 3D! ...Sort of. Really, it was just 3D models pre-rendered as 2D sprites a la Donkey Kong Country, which is a look that hasn’t aged all that well if I say so myself. But the gameplay’s still good, right? ...Not exactly. This isn’t one of those games where you can just rush to the level exit. No, you have to find and kill five enemy robots in each section, free the Flickies within, and bring them to the goal. But the controls are still good, right? Eh, no. Sonic in this game has a floaty feel to his movements which throws all attempts at precision out the window. But at least the soundtrack’s still good, right? ...Actually, yes. In fact, this happens to be among my favourite Sonic soundtracks, because I’m weird like that.

...Aww yeah. I wish I could stick around jamming to this, but I really should go on.

10) Sonic and the Black Knight
Platform: Nintendo Wii
Developer: Sonic Team
Release: 2009

Before Sonic Team got their act together (pun?) with the one-two punch of Sonic 4: Episode I and Sonic Colors, they were still in the business of tacking lame ideas onto their products. As evidence to that statement, enter Sonic and the Black Knight, the second entry in the Sonic Storybook spin-off series.  (I love alliteration.)  The Storybook series was a duology of Wii titles, the other being Sonic and the Secret Rings, which transplanted the Sonic universe into different pieces of world mythology. In the case of Black Knight, that would be the mythos of King Arthur and Camelot. Secret Rings was kind of okay, but Black Knight... not so much. See, Sonic uses a sword -- a talking sword -- no less. I wouldn't mind so much, but the combat is stop-and-go, with every swing of your sword killing Sonic’s momentum, and detection of your Wii Remote waggles to swing the darn thing are iffy at best. And some of the missions are completely dumb, too. There are some moments where you have to give rings to townspeople... by way of quick-time events. Why can’t I just give them the danged rings? What were they thinking? Now, I honestly think the concept of this universe was an interesting one with lots of potential, but it's the sluggish controls and short campaign that do this game in -- not its other crazy ideas.

9) Sonic Adventure 2
Platform: Sega Dreamcast
Developer: Sonic Team
Release: 2001

Oh, I’m not gonna make any friends for this one. But that’s not why I’m here. This entry has some polarizing opinions, from people who either strongly love it, or strongly hate it. And I... don’t like Sonic Adventure 2. For a time, every new Sonic game seemed to take one step forward, and two steps back. Take Sonic Adventure for example.  It featured six gameplay types, some of which had nothing to do with our concept of a Sonic game and/or just weren't very fun.  Adventure 2, meanwhile, pares them down to three types, and you don’t have to waste time in a hub world to get from level to level. But that just means you have to get through those different modes in order to get to the next chapter. And somehow they’re implemented even worse! Also, the voice-acting is lame, cutscene animation is wonky, and the story is... kind of dumb, too. There are some good bits, namely the Sonic and Shadow levels, but seriously, don’t let them blind you to the rest of the game’s problems.


8) Shadow the Hedgehog
Platforms: Nintendo GameCube, PlayStation 2, and XBox
Developer: Sonic Team
Release: 2005

A Sonic spinoff that has the use of guns, mild profanities, and vehicles, all based on the broken Sonic Adventure engine. This isn't going to end well. If there were any good concepts to be taken from this clusterfail, it would be the different missions you can undertake to influence your path throughout the story. But they had to ruin that, too: you also build up separate Hero and Dark scores based on which enemies you take out, and if you clear a mission for one side, your score for the other side gets subtracted from your total. Kinda hard to focus on that when everyone's gunning for you. The game has ten possible endings, but if you want to go for a different one, you’ll have to start a whole new game. Sure, there are only six possible levels in each play-through, but that means you’ll have to do the first stage ten times to get them all. What were they thinking? Supposedly the GameCube version is less awful in how well it runs, but it’s not much help against such a poorly-designed, poorly-conceived mess.

7) Sonic Labyrinth
Platform: Sega Game Gear.
Developer: Minato Giken
Release: 1995

Does everybody have a mental picture of Sonic 3D Blast? Good, now imagine that on the Game Gear... only Sonic can't run or jump. I just broke you, eh? Because of a contrivance -- I mean, because of the game’s story, Sonic went and had his shoes replaced with a pair of shoes that slow him down. Sonic still gets to use his spin dash, but that just means if you want any decent mobility to scoot around the stages, you'll have to deal with an unintuitive mechanic and all the infuriating sound effects that go along with it. Even without those limitations, navigating the game’s labyrinths, shall I say, is still a chore. Not only do parts of each map look the same, but later levels rely so heavily on warp doors and one-way moving platforms that they’ll make your head spin! As bad as you thought 3D Blast was, Labyrinth proves things could always be worse. And case in point, this isn’t the only Game Gear port on this list. Previously reviewed here.

6) Knuckles Chaotix
Platform: Sega 32X
Developer: Sega
Release: 1995

Well, no wonder the 32X bombed! I mean, apart from its poor timing of going on sale when consumers were already holding out for the Saturn, PlayStation, or Nintendo 64. The problem with this expansion console was that it never got a Sonic title! Well, it did, kind of, but it was still a torrent of poor ideas. Knuckles Chaotix stars not Sonic, but Knuckles the Echidna from Sonic 3, joined by the Chaotix, a cast of generally uninteresting supporting characters. Except maybe Espio the ninja chameleon. Because... ninja. But you'll have to deal with them, as during gameplay, both characters you choose are linked by an elastic "ring tether" at all times. Having this thrust upon you, combined with the uncooperative AI of your partner, leads to some unpredictable physics, and at worst case renders precision platforming nigh impossible. And I’m talking about in commonplace tasks, as in... running up a short quarterpipe. As an intended showcase for the 32X's abilities, Knuckles Chaotix is visually all up-in-your-face with fluorescent bright colours and zooming effects, but without fun gameplay backing it up, it falls flat on its face.

5) Sonic R
Platform: Sega Saturn
Developer: Traveller's Tales
Release: 1997

Speaking of failed Sega consoles, the Saturn was another infamous Sega flop which was also under-represented by the Blue Blur. The only original* Sonic game on the Saturn was Sonic R, which was not a traditional platformer but a racing game. Actually, since most of the characters run on foot, Sonic R is more of a cross between a platformer and a racer, so once again, there are some good ideas to be had. But, once again, all hopes of entertainment are dashed by the touchy controls which, I have to say, may be the worst controls I’ve ever had to deal with in any video game ever. I ended up discovering shortcuts completely by accident! Not even the 3D Pad, with its analog stick, makes any big difference in improving those controls. And the soundtrack, with its high-energy house music and inane, bubble-gummy lyrics, is all kinds of cheese. But little did we know, Sonic R served as a warning for the problems that would plague this series for a decade to come.

*NB: The only other Sonic titles for the Saturn were Sonic Jam, a compilation of the original Genesis trilogy, and a port of Sonic 3D Blast. You see what I mean when I called the Saturn a flop?

4) Sonic Boom: Rise of Lyric
Platform: Wii U
Developer: Big Red Button
Release: 2014

Okay, I honestly haven’t played this one, because I don’t own a Wii U. And depending on how Nintendo’s next console turns out, I might not ever. But seriously, do I need to? Sonic Boom's failings have been well-documented all over the Internet! The game is riddled with frame rate drops and collision glitches, the platforming and combat are dull and boast few innovations, and the hub worlds are so barren, they make the ones in Sonic '06 look teeming with life. I will say that I, for one, like the character redesigns. Although if that’s the case, why not just stick to the Sonic Boom cartoon? I might as well… I’m just happy to watch any show whose sense of humour isn't just butts.

Meh, good enough.


3) Sonic the Hedgehog Genesis
Platform: Game Boy Advance
Developer: Sonic Team
Release: 2006

As if it wasn't enough that Sega had to ruin Sonic's 15th anniversary with that other infamous reboot, and believe me, I’ll get to that one in short order, they also dumped upon us Sonic the Hedgehog Genesis, a remake of the original 1991 title for the Game Boy Advance. The low frame-rate does an incredible disservice to the GBA's potential, the chintzy sound quality does an incredible disservice to Masato Nakamura's incredible compositions, and the physics glitches do an incredible disservice to everyone else. I mean, yeah, you can play with the Spin Dash from Sonic 2, but that’s like tying a fancy ribbon on a bag of dog doo.  Of course, we don't have to worry about that anymore because there are much, much better ports of the game available, including the one for iPhone and Android which not only run perfectly, but you can also play with the Spin Dash, plus you can unlock Tails and Knuckles, plus you can save your game, plus it's got acheivements, PLUS IT'S ONLY 99 CENTS -- seriously, go out to your favourite app store, buy that game, and leave the GBA one in the dust!!

2) Sonic Spinball
Platform: Game Gear
Developer: Polygames / Sega interActive
Release: 1994

Have you ever played a pinball video game and stressed out about trying to hit specific targets, even though you're using a control mechanism based partly on luck? Either that or I need to practise harder... This was the case for Sonic Spinball, a Sonic spin-off made in 1993 for the Genesis. And while it fell victim to this inherent design pitfall, it was otherwise playable. The same cannot be said about its Game Gear port, which suffers from muddled, unresponsive controls, and a broken physics engine. Sometimes Sonic will stick along walls when it seems he should just bounce off them, and sometimes he phases right through objects. And that's just the pinball segments! On the rare occasions where you must traverse on foot, such as the mandatory bonus stages, these problems are exacerbated to the umpteenth degree. If you absolutely have to satisfy your pinball fix, just stick to the real thing. And I’m not talking about the Genesis port, I mean a real pinball machine. Previously reviewed here.

Before number one, I’d like to shout out a few honourable mentions. ..."Honourable" in the sense that they didn’t suck enough to make the list proper. So let’s have at it.

Sonic the Hedgehog 2 for Game Gear. It’s not within striking distance of its big brother on the Genesis, but it’s alright… except for the bosses, which are all kinds of unfair. Especially the first one. Oh, and if you don’t find all the Chaos Emeralds, you can’t even play the last zone. Because [verb] you, that’s why. Previously reviewed here.

Sonic Blast for Game Gear. You get to play as Sonic or Knuckles in this one, which is cool, but ugly art style, poor sense of speed, and overly precise hit detection make this the worst Sonic platformer on the Game Gear. Previously reviewed here.

Sonic Adventure for Dreamcast. This game introduced so many problems that plagued the franchise for years to come -- new characters with play styles that have nothing to do with the idea of Sonic, annoying voice-acting, awkward animation, and a control engine ill-suited to 3D platforming -- but for this game, they were just minor enough that I gave it a pass.  (Plus, I ran out of room on this list.)

Sonic Free Riders for XBox 360. This is another one I haven’t played because I don’t own an XBox 360, let alone a Kinect. But because of the technology of the Kinect, I’m willing to give this one the benefit of the doubt. Although, if my experience with the PlayStation 2’s EyeToy is anything to go by, I’m not expecting much.

Sonic Boom: Shattered Crystal for Nintendo 3DS. Like its companion game on the Wii U, the 3DS Sonic Boom doesn't have a great sense of speed, plus all the backtracking and collecting you have to do to unlock new levels makes this even worse. But unlike Rise of Lyric, it’s still kind of, what’s the word I’m looking for... oh yeah, competent.

And now... You might already know what’s coming up, and let me tell you, I didn't want to put this at number one. You see, going after easy targets isn't my style. I would have loved to surprise you with something like Spinball on the Game Gear, or that Sonic GBA remake. But no, this one offended my sensibilities like nothing else on this list could. Let’s address the elephant in the room and find out why.


1) SONIC THE HEDGEHOG
Platforms: XBox 360, PlayStation 3
Developer: Sonic Team
Release: 2006

Enough has been said about this title already, is it not so? But no, I have decided that this attempted reboot deserves its place as the best of the worst Sonic has to offer. It’s not the innumerable glitches and uncooperative camera. It’s not the unendearing character models and animations, like Dr. Eggman with full human proportions. Scream and run. It’s not the unforgivably inefficient loading times. It’s the way all those problems come together that prove Sonic Team have learned nothing from the mistakes made since Sonic Adventure. And all those underlying problems, combined with Sonic Team’s insistence on slapping new unwanted mechanics on top, is very North Korean of Sonic Team. And knowing what I do about North Korea, that is a very, very strong insult. Previously reviewed here.

So after witnessing the worst Sonic has to offer, I feel I should restore the balance. To that effect, join me next time when I count down the top eleven best Sonic the Hedgehog games. But until then, this is Kevin, and you are the resistance.

Monday, February 29, 2016

Film Review: Spectre

There's a pattern I've noticed with the James Bond series. For any given set of entries starring a particular actor, the fourth entry is the one where things go bad. For Pierce Brosnan, it was Die Another Day, which sucked. For Roger Moore, it was Moonraker, which sucked. For Sean Connery, it was Thunderball, which... didn't exactly suck, but still wasn't as good as the last movies. And now we come to the fourth Bond film to star Daniel Craig. Will it manage to break the "fourth-film curse" or not? Find out in an encore presentation of the 007 Golden Jubilee!

Spectre
  • Publisher: MGM / Columbia 
  • Studio: Danjaq / EON Productions 
  • Genre: Action 
  • Release: 26 October 2015 (UK), 6 November 2015 (US) 
  • Director: Sam Mendes 
  • Producers: Michael G. Wilson, Barbara Broccoli 
  • Writers: John Logan, Neil Purvis, Robert Wade, Jez Butterworth

The Girls: The primary Bond Girl is Dr. Madeleine Swann (Léa Seydoux), a psychologist and the daughter of Mr. White from Casino Royale and Quantum of Solace. For most of her role, she keeps complaining about the way Bond protects her from the bad guys, so her chemistry with Bond starts out rockier, and she doesn't exactly leave the best first impression. I will say that unlike most of his flings these days, Bond does seem to earn his night of sex with her, coming after they fight off Mr. Hinx. Rides off into the sunset... er, cloudy London morning with Bond. 3 out of 5.

Earlier on, Bond has a fling with Lucia Sciarra (Monica Belucci), the widow of a Spectre assassin. Being 50 years old during filming, signora Belucci is the oldest actress to play a Bond Girl. This decision caused some controversy among netizens, to which Craig (himself 47 years old) said, he's just dating women his own age. Well said. Still, wrinkles aside, Lucia Sciarra is basically an older version of Severine from the last movie. She's basically there for Bond to protect, get information from, screw, and forget about. And feminism marches on! ...Without them. Left under CIA protection. 3 out of 5.

The Villain: Franz Oberhauser, a.k.a. Ernst Stavro Blofeld (Christoph Waltz), the leader of Spectre. He has a backstory with Bond: after Bond's parents died in a mountain-climbing accident, Franz and his father adopted him, only to allegedly die later on. I could probably best describe his portrayal as a cross between Donald Pleasance as Blofeld (from You Only Live Twice) and Javier Bardem as Silva (from Skyfall). In other words, he goes for the subdued menace of the former but cannot quite achieve it, ending up a bit quirky and too casual, which stands out especially considering the work he's done with Quentin Tarantino. Herr Waltz seems like he would be more at home portraying someone like Steve Jobs (although to be fair, you could say Apple is basically a real-world evil organisation anyway, lol) Arrested by M. 4 out of 5.

Other Henchmen: Mr. Hinx (Dave Bautista), a hitman working for Spectre. Just as Silva from Skyfall proved to be the first iconic villain of the post-reboot era, Mr. Hinx could very well be its first iconic henchman character. In many ways, Hinx is reminiscent of Oddjob from Goldfinger. They both have similar physiques, hardly ever speak, can hold their own against Bond, and even their actors are both Asian-ethnic Americans with backgrounds in pro wrestling. Although, his introductory scene, where he kills a fellow Spectre member by jamming his thumbs in the guy's eyes, is a little hard to watch. Thrown off a train by Bond. 5 out of 5.

Max Denbigh, a.k.a. C (Andrew Scott), the head of the private Joint Intelligence Service. As it turns out, he is in fact working for Spectre, who intends to use the countries' intelligence against them. C, as he is nicknamed by Bond, is just a touch snarky and not exactly apologetic about stealing M's job. I could imagine him working out as 007's new boss, if not for the fact that he already got a new one in the last movie. And besides, Ralph Fiennes's M is just badass. Accidentally falls to his death in a fight with M. 4 out of 5.

The Gadgets: Q (Ben Whishaw) introduces to 007 the Aston Martin DB10, which exists only a concept car in the real world, and here comes equipped with guns, a flamethrower, and an ejection seat... only to give it to agent 009 instead and leave Bond with a watch. To be fair, the watch has a time bomb inside. That doesn't stop Bond from stealing the car anyway and using it in a chase with Hinx's Jaguar C-X75, another prototype car you will never be able to buy.

The Locations: Mexico City, Rome, Austria, Morocco, and London. The Mexico City scene was filmed during the Day of the Dead festival, as the opening one-take shot brilliantly shows off.

The Theme Song: "Writing's On the Wall" by Sam Smith. Sam Smith has always struck me as being a technically talented vocalist, who wastes his range on the most boring songs, and "Writing's On the Wall" is the most egregious example of this paradigm. In fact, this very song won my wildcard slot for Most Boring Song at this year's SDP Music Awards, if you recall. The song itself is about standing up to impending doom, but coming from Sam Smith, I don't feel it. He sounds too weak-willed, especially when you compare it to stuff like Tom Jones in "Thunderball", and even Adele's theme from Skyfall. I don't want to be too hard on this song, because it is melodically beautiful and has a few good themes in the lyrics. But I don't know, it's just not something I'd want to listen to outside of this movie. 2 out of 5.

The alternative-rock band Radiohead also submitted their own title song, simply named "Spectre". Obviously it was passed over, for some reason, but the band released it themselves online, at https://soundcloud.com/radiohead/spectre. It has the same kind of orchestral ambience of the Sam Smith song, but with an actual drum track... which I'm honestly not a fan of. Its irregular pattern tends to throw me off. And honestly, it's not too much of an improvement on the not-boring front, even if it does build up to something musically. I for one won't lose sleep over its exclusion in the film, but I guess you have to be a fan of the band in order to appreciate it fully.

The Opening Credits: Features ink and octopus motifs. The octopus has long been a symbol of the Spectre group, with the animal's tentacles symbolising the insidious reach their activities have all over the world -- AND NOTHING ELSE. There also flashbacks to characters from earlier in the Daniel Craig series (like what they did for On Her Majesty's Secret Service), re-creations of locations seen later in the film, and some shirtless shots of Bond in between all the silhouette girls, presumably in the interest of equal-opportunity fanservice. 4 out of 5.

The Source Material: The SPECTRE organization has largely been avoided in the official James Bond film canon, due to its ownership dispute between Ian Fleming and Kevin McClory. But you already knew that. Well, it turns out that in 2013, MGM, Danjaq, and the McClory estate finally settled the issue, returning the film rights of the Spectre name to MGM. However, I've noticed that in this movie, no one refers to Spectre by its old acronym (Special Executive for Counter-intelligence, Terrorism, Revenge, and Extortion), so either that wasn't accounted for in their deal, or they just nixed it for the retcon.

The Plot: Our story starts in Mexico City, where James Bond foils a terrorist attack during the Day of the Dead festival, and steals a ring belonging to one of the perpetrators. Cue opening credits. Back in London, the new M is displeased over the collateral damage from that operation, and has 007 suspended. But what he doesn't know is that Bond was following instructions from his predecessor (the one played by Judi Dench), who sent him on the trail of a secretive criminal organisation. Bond uses the ring he found, along with the widow of one of the attackers, to infiltrate a meeting of this organisation, named Spectre. Meanwhile, M and the 00 section are being dogged by a man unofficially code-named C, who is the head of a new private intelligence company. In addition to shutting down M's department, C also campaigns for the formation of "Nine Eyes", an intelligence-sharing network of member nations, including Britain.

Meanwhile (again), based on intel taken from the Spectre meeting, Bond heads to the Austrian alps to meet Mr. White, who left his Quantum organisation (but not before being mortally poisoned). He tells Bond to find and protect his daughter, Madeline Swann, before committing suicide. From there, Bond travels to the clinic where Swann works, and rescues her from Hinx and his Spectre goons. Q also tags along, using the ring from before to discover that the villains from the last three films were, in fact, being controlled by Spectre. From there (again), the two head to a hotel in Tangier, Morocco, where Mr. White hid a secret room with information on a secret Spectre base in the desert. They get there by train, fighting off Hinx along the way.

At the desert base, Bond and Swann are greeted by the leader of Spectre, now named Ernst Stavro Blofeld. Blofeld announces to Bond that he was the mastermind behind the events in the previous movies. He captures and attempts to torture Bond, but Bond escapes and torches the place. Back in London, Bond returns to join forces with M and their other ex-MI6 friends, in order to stop the Nine Eyes program from going online. M and Q succeed in doing so, with C accidentally dying, to boot. Meanwhile, Bond and Swann are captured and taken to the old MI6 building (the one from Goldeneye on), which is about to be demolished. Bond rescues Swann, escapes the building in time, and shoots down Blofeld's helicopter. As Blofeld crawls out of the wreckage, he is arrested by M, leaving Bond to ride off with Swann.

The one word I would use to describe Spectre is "redundant". It tackles a bunch of themes already addressed by previous movies. Most notably, there's the question of whether or not the 00 agents are necessary in today's intelligence climate, which was already answered by the very last movie before this. Although, the NSA leaks from 2013 arguably make this discussion more relevant this time around. Apart from all that, there are many plot points from, and other references the rest of the series, almost to the degree of Die Another Day. And Spectre doesn't even have the excuse of being a milestone celebration! I mean, who commemorates a 53rd anniversary as a special occasion? And it's not just within the Bond franchise -- at a basic level, the plot is virtually identical to that of the recent Mission Impossible: Rogue Nation. It even has scenes in Austria, Morocco, and London, to boot! Intentional or not, it sure was savvy of Paramount to move their movie's release up to the summer, instead of trying to compete with Spectre in November.

Also, I can't help noticing how many funny moments there are in this movie. The highlight of humour has to be the early car chase between Bond and Hinx, where the former tries and fails to use his car's gadgets, and later on gets blocked by an old man in a Fiat. They stand out because of the more serious portrayal of James Bond during Daniel Craig's tenure, and this very movie is no exception. Arguably, this just makes the humour funnier, as the jokes' juxtaposition against the rest of the movie's hard-edged tone offers effective contrast. I don't know about you, but I'd take that over a hundred Roger Moore one-liners. Quality over quantity, people.

Speaking as a longtime James Bond fan, Spectre left me more confused than anything. The film attempts to retcon into existence a backstory which links all of the Daniel Craig entries together, when they worked well enough without it. (Although I will say, the involvement of the Spectre group would make Silva's escape and assassination plot from Skyfall quite a bit more plausible.) Writers, just because you can use the Spectre name to replace whatever you were building beforehand doesn't mean you should! But all the same, it doesn't exactly bring those other movies down; it just gives the impression that the writers were making up stuff as they went along. So, is Spectre still a worthwhile film? Yes, actually. The action setpieces are brilliant, the big reveal is built up well, and its musings on the role of intelligence in today's world are still relevant. So yeah, the fourth-film curse probably does apply here: it may be the worst Daniel Craig 007 film, but by no means is it truly bad.

The Call: 75% (B-)

Monday, June 3, 2013

Game Review: Mega Man Legends 2

Previously on the SDP, I reviewed Mega Man Legends, the Blue Bomber's 3D debut. Now the time is right to cover its sequel!
Mega Man Legends 2
  • Publisher: Capcom
  • Developer: Capcom
  • Release:
    • PlayStation, 24 October 2000
    • PlayStation Portable, 8 September 2005 (Japan only)
  • Genre: 3D Action-Adventure
  • Players: 1
  • Save:
    • PSX: Memory Card, 1 block
    • PSP: Memory Stick, 360KB
This review was updated on 13 July 2016.

To sum up from my previous review, I thought Mega Man Legends was good, but not great. The two things working against its favour were its controls and its length. While not deal-breakers, Capcom nonetheless went back to the drawing board for a sequel, and what they came back with shattered all our expectations. ...Depending on what you, personally, were expecting.

The story of Legends 2 is more complex than that of its predecessor, depending on how deep you are willing to take it. It starts out once again on the Flutter, where Megaman Volnutt must put out a fire caused by Data, his monkey save-bot. (He probably was only trying to pour a bowl of cold cereal and milk. Harder than it looks, eh?) So with that crisis extinguished, in more ways than one, your new goal is to find the four keys that will hopefully unlock a treasure called the Mother Lode. There's also a race of moon-people who guard the Mother Lode, and Megaman's sister Roll is on the search for her parents, who went missing while hunting for the Mother Lode themselves. If you choose not to stick around for the cutscenes, all you need to know is that this game is longer than its predecessor: Legends 2 lets you play around in 8 dungeons, 5 of which are mandatory. A speed-run might take you about four to six hours, whereas working to build all the special weapons and complete all the side-quests will clock in at a grand total of 12 to 15 hours. And unlike the original game being focused around one environment, Legends 2 takes place on all manner of different islands, from the snowy Yosyonke to the desert Saul Kada and the ocean-platform Nino. So, that's one criticism fixed from one game to the next. Can Legends 2 fix my other complaint, namely the controls?
Megaman can move whilst locking onto an enemy.
Yes it does -- and without sacrificing the things the original did right. DualShock controllers are fully supported this time around, using what has since become an industry standard of using the Left Stick to walk and run, and the Right Stick to rotate the camera. Correct me if I'm wrong, but I think this was one of the first games to utilise this format. [citation needed] There's even an option to map the fire buttons to the triggers, making the game play more like the shooters we know and... I don't know about "love", but tolerate today. Even so, I ended up eschewing this in favour of the original control scheme. You know, the one where you use the shoulder triggers to turn? But the controls in Legends 2 manage to top the original in another welcome way. You remember how the first game had a lock-on function which didn't let you move around at the same time? Well, now it's been replaced by a lock-on function which does let you move around at the same time! Troubles may arise when you have to pick one target out of a group, but these moments are few and far between. More importantly, being able to stay aimed at an enemy whilst able to dodge its attacks is pure gravy, and contributes to a feeling of power, unstoppability, and most importantly, fun.

Speaking of unexpected upgrades, Legends 2 has numerous surprises for you if you compare it to the original. For example, certain attacks can deal status ailments, as seen in many traditional RPGs, such as fire, paralysis, and the dreaded Energy Drain, which not only empties your special weapon gauge at an alarming rate, but cuts your regular Buster's range to an unusable distance. Okay, so maybe that's not so fun, but I appreciate the effort to add stuff to the game. Like the side-quests and bonus games, such as the jet-shoe races and the trivia quiz. I'm not kidding about that last one. There are also auxiliary ruins, which do not provide plot coupons, but are good for money and gear. Not that I need all the extra swag as an excuse to take them on; dungeon crawling is the strong point of both Legends 1 and 2, so it was nice of Capcom to give us even more of it. Furthermore, the graphics got a huge boost from the first game. Textures are more detailed, and even the money pickups look better than before. That's the level of detail we're dealing with, people.
He can also suffer status ailments.
The good elements of Mega Man Legends 2 are so amazingly good, but -- pardon the spoiler -- I won't be giving this a perfect score. Although many elements were improved from its predecessor, there is one aspect in which it took a step back. In the first game, if you wanted to change special weapons, you could call upon Roll's support car and carry out this function from anywhere in the overworld. But this time around, that feature is gone. With scant exceptions, you'll have to backtrack to the Flutter's landing site whenever you feel your equipped cannon, missile launcher, or drill is not up to task. However, at any time, you are able to go to the pause menu and switch between your special weapon and the Lifter, to pick up objects. (Which, by the way, isn't used too often, but is another welcome addition to the Legends formula.) Would it be too much to ask for the ability to switch between even one more special weapon?

See, this is why I think the Mega Man Legends games sold as poorly as they did (the first game sold less than a million copies worldwide; Legends 2 sold under half a million). It's things like that which create an experience which is just similar to the classic Mega Man formula, but only on the most basic levels. It is my conjecture that if instead of the Legends we got, the first 3-D Mega Man followed the more traditional... traditions of playing levels in any order and using special weapons from the bosses, albeit utilising the exact same engine and control scheme of Legends, it would've been a more palatable experience for the rest of us. Then again, I'm guessing a lot of people who like the Mega Man Legends series like it for its story, so forget about it.

And then there are the underwater ruins -- two of them in fact, the second being optional -- where the frame rate takes a dive, pardon the pun. If you thought the Water Temple in Ocarina of Time was the worst water level in all of gaming... you'd be right, but at least it runs faster than this! (I'm told this was fixed for the PSP version, however -- once again -- it was not exported out of Japan. Yes, I know the PSP is region-free, but there's still the language barrier to get over.) Still, while this moment was not what I'd define as fun, it's only a fleeting moment of un-fun in one of the most fulfilling video game experiences around.

Recently, I've been trying to take stock of my favourite video games of all time. So far, my list includes titles like Super Mario World, Doom, The Legend of Zelda: Majora's Mask, Half-Life 2, Grand Theft Auto: San Andreas, Just Cause 2... notice a pattern? They all built off a previous title, but surpassed its predecessor in terms of both quantity and quality. In that regard, I can say with a clear conscience that Mega Man Legends 2 is both a stellar sequel, and a worthy addition to my list of favourite games. Once you experience such customs as the new lock-on system, you'll wonder how you ever managed playing the first game without it. And I'm not saying all sequels need to do that, but a good sequel should fix what was wrong about the first entry whilst expanding upon its strong points, and it is in that regard which Mega Man Legends 2 succeeds with flying colours.

Edit 13 July 2016: Oh yeah, and Legends 2 is finally available on the PlayStation Store, just US$10 for PS3, PSP, and PS Vita. Considering that original hard copies of the game have become quite rare and expensive, you now have no excuse not to check it out. Seriously, buy it now. That's what the Dragon Award is for (pardon the spoiler).

Positives:
+ A far longer game than its predecessor.
+ Many interesting environments and characters.
+ Analog control support is available, if you're interested.
+ The lock-on function improves the flow of action.

Negatives:
- The lock-on function may not always pick out the right target.
- Dealing with status elements can be frustrating.
- Changing special weapons is less convenient than in the first game.
- The slow-paced water level.

Control: 4 Refractors out of 5
Design: 4 Refractors out of 5
Graphics: 5 Refractors out of 5
Audio: 5 Refractors out of 5
Value: 5 Refractors out of 5
The Call: 90% (A)

Saturday, June 1, 2013

Game Review: Mega Man Legends


Mega Man Legends / Mega Man 64
  • Publisher: Capcom
  • Developer: Capcom
  • Release:
    • PlayStation, 19 September 1998
    • Nintendo 64, 16 January 2001
    • PlayStation Portable, 4 August 2005 (Japan only)
  • Genre: 3D Action
  • Players: 1
  • Save:
    • PSX: Memory Card, 1 block
    • N64: Built-in
    • PSP: Memory Stick, 360KB
This review was updated on 12 July 2016.

As simulated three-dimensional graphics (not to be confused with the stereoscopic 3D effects of today) became cost-effective in the mid-1990s, the video game characters we knew and love evolved to adapt it, with varying results.  Mario did it with Super Mario 64 (Nintendo 64, 1996), and it was good.  Sonic did it with Sonic R (Saturn, 1997), and it was bad.  Bubsy the cat did it with Bubsy 3D (PlayStation, 1996) and OH DEAR NEPTUNE DON'T EVEN GO THERE!  And then there's Mega Man, who had made a name for himself with (as of 1997) eight games in the original series and four in the Megaman X series, all following the same concept.  Run and gun through eight or so levels in any order, taking weapons from the bosses and using them to exploit others' weaknessess.  So along comes Mega Man Legends, and in the transition to three dimensions, it takes great liberties with this formula.  Do these changes work in its favour, and more importantly, does the gameplay survive the jump to 3D?

The first thing you should know about Mega Man Legends in comparison to the other spin-offs is that it places a heavier emphasis on story.  The universe it takes place in is a world reduced to assorted islands, with sky pirates travelling amongst them in airships and collecting oversized gems called Refractors from underground ruins.  Our hero and player-character is one such Digger, Megaman Volnutt.  Basically, he's like Indiana Jones as filtered through a shonen robo-punk anime.  He flies about with his sister and spotter Roll Caskett, and her grandfather Barrel, on a ship called the Flutter.  After a tutorial level, the Flutter crash-lands on Kattelox Island, where Megaman and Roll set out to find Refractors and other parts to fix their ship.  The plot alternates between this scavenger hunt and exploits against a family of ne'er-do-well pirates known as the Bonnes, consisting of miss Tron Bonne, mister Teisel Bonne, Bomb Bonne, their giant robot baby (!), and a legion of forty Servbots.  Picture the Servbots as the minions from Despicable Me crossed with Lego minifigures.  In other words, [verb]ing adorable!!
Much of the action takes place in underground ruins.
Given the story I just described and the gameplay's adherence to it, Legends dispenses with the traditional Mega Man structure.  Indeed, the only thing linking it to the other series is that its main character is, in the words of Brentalfloss, "blue and cyan with a gun for a hand".  Certain conventions of the original series do reappear in spirit, however.  In addition to the traditional Buster Gun, you can use special weapons, but instead of picking them up from bosses, you find junk items in the over- and underworlds, and get Roll to craft weapons from them.  However, you must also return to Roll if you ever want to switch your special weapon, so this link to the original series (where you could swap weapons at any time) shows its cracks upon inspection.  On top of that, the Buster can be upgraded by finding parts to enhance its attributes, in a bout of RPG elements.  It's a little-known fact that you can entice me to play any old thing by working in RPG elements.  Military shooter?  Hmm, I don't know, there are a few too many around these days...  Military shooter with RPG elements?  [adverb]ing sold!

But despite the presence of RPG elements and a Saturday-morning anime aesthetic (remember when I coined that phrase?), could I still possibly harbour reservations about Legends?  Yes, from a certain point of view, but once again these complaints fall apart upon inspection.  The first thing that caught my concern were the controls.  Mega Man Legends was first released in 1997, so it pre-dates the analogue Dualshock controller.  As such, you'll have to use the D-Pad to move forward, backward, and to the sides.  To change directions, hold the L1 or R1 buttons to turn.  There is an option to have the D-Pad turn and the shoulder buttons strafe instead, but that's it for control customisation.  Yeah, it's a weird control scheme, and the handling of these controls can be a bit stiff, but honestly?  I got used to it rather quickly.  I like how the camera only moves when you turn, as opposed to automatic camera movement which, as a rule, lacks precision, never looks in the direction you want it to, and is just one more thing to wrestle with.

Plus, this setup makes circle-strafing a breeze, and believe you me, you're gonna be doing a lot of it. Manual aiming is handled by holding R2, although there is a degree of auto-aim to help you out if you turn it on.  All things considered, the control scheme is kind of an elegant solution given the limitations at hand, but since both the Nintendo 64 (funny I should mention that... read on) and Sega Saturn had analog-equipped controllers at the time, it's hard to take this on its own merits.  But that's what I must do as a critic, so let's move on to the game's scale: colour me unimpressed.

You've got the one overworld, Kattelox Island, from which you can find entrances to three main ruins, plus another ruins which, despite lacking bosses or plot artifacts, holds useful treasures and can be entered from all over the island.  The running time is padded out with special missions where you take the fight to the Bonne pirates, plus other mini-games and side-quests, but -- and I don't know about you -- I felt the game is at its best when you're exploring the dungeons, hunting through each room in anticipation of the traps and treasures lying within.  Let me put it to you this way: if the game had taken place 100% within these ruins, then I think the game would be stronger for it.  In the end, I spent around 6 hours in my first play-through. Taking on all the side-quests and building all the special weapons should add a couple of hours on top of that, and if you're willing to save enough money to fully upgrade all those weapons, then you can pad out your playtime considerably.
There are also a great deal of separate story missions.
But despite the scale of the game world being a bit lacklustre in my opinion, the world itself is vibrant in its look and feel.  Kattelox Island is dominated by its eponymous town.  One of the first places you visit on the island is Apple Market, a shopping arcade lined with businesses which you can’t buy from, save the Junk Shop, but you can still poke around them and read Megaman’s commentary on what’s in front of him.


The joke’s on him.  Those are just regular old Newsweeks someone dragged around in the mud.  But seriously though, all this flavour text brings the world of Kattelox Island to life.  So do the character designs, especially those of Megaman, Roll, and the Bonnes, which are well-suited to both the styles and the technical capabilities of the time.  And then there’s the voice-acting; it’s not spectacular or anything, but it’s not boring either.  Many of the actors on hand do try to wring out as much emotion as possible, which is more than I can say for other games of its time.
For example.

Mega Man Legends was also ported to the Nintendo 64, re-titled Mega Man 64.  In comparison with the original release on PlayStation, the N64 version has both pros and cons.  On the one hand, MM64 works with the analog Control Stick, which I personally find to be more comfortable to handle than the PSone's D-Pad.  The Z and R triggers handle turning, and you aim by holding both, which I personally found a more ergonomic, if not elegant, replacement for using a separate button.  Still, the translation of the face buttons is a bit confusing.  On the other hand, by virtue of being sold on a solid-state cartridge with, even in the most high-end cases, one-tenth the data space of a CD, MM64's audio-visual aspects pale in comparison to the PSone original.  Textures are less sharp and the voice-acting is of a more muddled quality (I'm just surprised they kept it in the first place), and on top of that the frame rate is choppy in all but the tightest confines.  So, should you choose the inconvenience of sub-par ergonomics or sub-par graphics?  Pick your own poison, I guess.  I should also point out that a port was also made for the PlayStation Portable, although sadly it hasn't left Japan.

Edit 29 Sep. 2015: The previous couple of sentences have more or less been rendered moot, now that the PlayStation version is available to download from the PlayStation Store.

It's funny, I went into this review with the mindset that Mega Man Legends was good but not great, but the more I scrutinised my sticking points, the less valid they became.  Maybe the control scheme is the best you can manage when you're stuck with one of the worst D-Pads in recent memory (but that's just me).  Maybe there is a meaty, engaging experience to be found in unlocking and upgrading all the special weapons.  I guess to be fair, I'm basing most of my criticism of this game against its sequel, but that's a review for another day.

Positives:
+ Changes the Mega Man formula in all the right places.
+ The underworld areas are fun to explore.
+ Even without analog support, the controls work well.
+ Good voice-acting, especially for its time.
Negatives:
- Changes to the Mega Man formula might put off some players.
- Could stand to have a few more areas to explore.
- Poorer texture and sound quality on the N64 version.

Control: 4 Refractors out of 5
Design: 4 Refractors out of 5
Graphics: 4 Refractors out of 5 (PSX) / 2 Refractors out of 5 (N64)
Audio: 4 Refractors out of 5 (PSX) / 3 Refractors out of 5 (N64)
The Call: 75% (B-)