Tim Canty

[i]Devil May Cry 3[/i], quite possibly the best action game of 2005, gets a budget re-release, with heaps of extras and adjusted difficulties! But do the extras warrant getting it again? Let’s see…

For those not familiar with [i]Devil May Cry 3[/i], it’s a prequel to [i]DMC[/i]. Dante, the main character, is a half human-half demon. He’s got strength, endurance, and plenty of style. As the game starts, he’s just setting up his business and hasn’t picked a name for it yet. He gets attacked in his ‘office’ by demons, and shortly thereafter his estranged brother appears at the top of a huge tower. Dante takes the hint, and goes off to meet Vergil, his brother, at the tower. As the player, you guide Dante through a seemingly endless army of grim reaper-esque demons, each named after one of the seven deadly sins, dispatching them in the most stylish way possible. A Style Meter is displayed at the top, ranging from Crazy to SSStylish. One of your final rankings at the end of a mission depends on how much Style you’ve accumulated. There are a few puzzles thrown in along the way, but nothing too taxing; the game’s main focus is combat. And it does it well.

Dante is given 4 weapon ‘slots’; two for melee, and two for firearms. At the start of each mission, Dante is given the option of swapping out these 4 weapons. During the actual gameplay, Dante can swap between his two melee weapons at the touch of R2, and his two firearms with L2. At the start, Dante has only one melee weapon, the well balanced Rebellion sword, and one firearm, the twin pistols Ebony and Ivory. Though the weapon system is based around customization, many gamers won’t stray far from these two weapons: they’re the defaults for a reason.

The other customizable aspect is Dante’s style; which is something you can change at the beginning of each mission. The four default styles – Trickster, Swordmaster, Gunslinger and Royal Guard, are each activated by the O button. Each style furnishes Dante with extra manoeuvres: Trickster providing evasion tactics, Royal Guard giving defensive moves. Swordmaster awards each melee weapon with extra moves, as Gunslinger does with firearms. These diverse styles allow for the player to pick a fighting style that suits them best – all offensive, or self preservation. In addition to these four styles, an extra two are unlocked during the course of the game. The extra two are not full featured styles as such, but rather like tacked on skills. Still, they both have their uses: One slows down all the enemies, allowing Dante to strike out with ease. The other rewards Dante with double damage, for a short time.

One other facet of combat is the Devil Trigger. Though not usable at the start, the Devil Trigger becomes a vital part of your repertoire as soon as you obtain it. Once activated, Dante takes on a demonic appearance relative to the weapon he’s wielding. During Devil Trigger, Dante moves faster, and deals out more damage. Alternatively, the Devil Trigger can be charged, released in the form of an explosion which instantly decimates any nearby enemies. It’s a tough call between using the Devil Trigger, or causing an explosion – both are incredibly useful in a tight spot.

If you stand still, and look very closely, the graphics aren’t amazing. Fortunately, most of the time, you’ll be too enraptured with an intense fight to even notice. Incredibly, there is no slowdown. Considering the speed at which things run, and the amount of things happening on screen at any given time, and that it’s being played on the PS2, this is nothing short of miraculous. The only problem here is load times. The in game menu is the main offender; taking several seconds to load up. This is a poor contrast to the high speed gameplay.

The music is what you’d expect: heavy , linkin park-esque rock. Most of the time, it works great. In the rare instances where you’re not fighting, the music drops to a mellow haunting tone. Cutscenes are handled well, though a few around the middle of the game seem to be filler content; nothing really happens. The boss fights are fairly spectacular, and the clashes with Vergil are nothing short of epic.

Speaking of Vergil; this is the reason why you should buy Special Edition, even if you own [i]DMC3[/i] – Vergil is now a playable character. Rather than being a crappy palette swap, Vergil is a full fledged alternative character, with a radically different playing style. He gets 3 unique weapons, and his own style – Darkslayer (an upgraded Trickster). It goes without saying that playing as Vergil is an entirely new experience. He has no guns for a start – Vergil doesn’t see them as true weapons of a warrior. In place of firearms, Vergil has Phantom Swords; magically summoned blades which fire into enemies. The advantage here is that the Phantom Swords appear around Vergil – meaning he can fire away at any time, even in the middle of an attack. Since Vergil only has melee weapons, the weapon switch tabs are changed so that all three are selectable at once, pushing L2 or R2 will cycle between the three weapons clockwise or counter clockwise. Additionally, all of Vergil’s arms are available at the start. Since Vergil only has one style, and three weapons, it could be seen as a half assed job. This is not the case though; Vergil simply offers a more conserved playing style. His tools of destruction are simpler to use, but require well thought out strategies to achieve the same Style results as Dante.

Vergil has no story of his own. He plays through Dante’s game, sans cutscenes. Strangely, when you get to one of the Vergil boss fights, you have to battle against yourself, in a red coat (This guy has been dubbed ‘Vante’ by fans). Though this has caused some controversy, the simple fact is that a Dante boss fight would just not work. That aside, Vergil has been well accepted among the [i]DMC[/i] elite. Though it may take some time getting used to the lack of customization, playing as Vergil pays off.

Vergil is not the only new addition. The new Bloody Palace mode is a welcome addition. It places Dante or Vergil in a 9999 level endurance game, against any possible combination of any of the enemies and bosses in the game. If you tire of the main game, there are 9999 combinations of hurt awaiting you here. Of course, those persistent enough to beat the Bloody Palace are well rewarded…

There’s one new boss included in both Vergil’s and Dante’s game: Jester. The clown everyone loves to hate. Now you get to beat him down. He now appears three times in the game. You have to beat him once, in a compulsory fight. After that, he’s an optional (though fun) battle. And he bleeds confetti. Oh yes…

Additionally, the game is comprised of both the Japanese and US difficulty levels. At the start of the game, you must choose between Gold and Yellow orbs (this determines the continue system later on. Gold is the Japanese system – you’re revived on the spot where you fell provided you have a Gold Orb, and get infinite continues. Yellow is the US system – you return outside the room you died in, and can only continue if you have a Yellow Orb. Also, the actual difficulty levels have been rearranged (But the observant will realise that all the original difficulties are still intact). Finally, the game has gained a “Turbo Mode”. When activated, the gameplay is sped up by 20%. While on turbo mode, everything (including Dante / Vergil) moves faster, but your Style rating doesn’t fall 20% faster. To that end, playing on turbo mode actually makes the game easier, if your reflexes are up to scratch.

So, is it worth it? If you’ve never played [i]DMC3[/i], then yes. Absolutely. This is a necessary game, which deserves your attention. If you played [i]DMC3[/i] to death, then Vergil, and the Bloody Palace are reasons enough to pick it up. I have to say… this is worth trading in your old copy of [i]DMC3[/i] to get: it has everything of the old one, and so much more. And of course, it’s at a knockdown price. You really have nothing to lose here.

[i]Crash Bandicoot[/i] was [i]the[/i] PS1 game. If you didn’t have it, there was little point in owning a PS1.The sequel was even more impressive, and [i]Crash 3[/i] was bordering on perfection-for a PS1 platformer game, at least. Such a great legacy from the PS1… then it was marred forever by the PS2 debut of a Crash game: [i]The Wrath of Cortex[/i], an appalling game. Is [i]Twinsanity[/i] Crash’s saving throw?

In a word: no. It’s a Crash Bandicoot game, but not as you know it. Rather than having a mission-based hub like the old games, all the levels are linked as one long linear path. This is more than a little annoying, as it’s only much later in the game do you actually get to go back and retrieve anything you missed. Also, the Crash tradition of ‘smashing every crate in the level to get a gem’ is gone. Now, the gems are scattered about the levels and are collected like any other item. The gems now unlock bonus material. It’s all a load of crap.

The big change in gameplay is the fact that Dr. Cortex (the villain in all the previous games) is now used as a partner, but it amounts to nothing more than a weapon. Cortex’s cousin is also a playable character but adds nothing to the gameplay. Crash himself is no longer ‘upgradeable’-he has all the moves he will get, right at the start. While that might sound harmless, it’s a pretty big drain on the game; there’s no sense of accomplishment as you beat each boss. It’s ‘just another one down.’

So, the gem feature’s gone, and Crash starts with all his moves. This game isn’t looking very ‘Crash-like’ at all so far…

The soundtrack was never remarkable in the [i]Crash[/i] franchise, but it always managed to suit the theme of the level. In the case of the old boss fights, the music was pretty good. Now, it’s all bad-all of it. The music, in general, is messed-up tribal chanting, with the odd guitar riff and some occasional lyrics. This is a poor soundtrack with no saving merits. The voice actors are bearable, though Cortex tends to overact. Crash has become a mute; you no longer get that adorable ‘WOAH!’ as he kills himself. Oh well…

Graphics-wise, there are a lot of vibrant, cartoon-like colors. They do fit the theme of the game well, and I can’t really fault them (the ice sections in particular, as they have nice little warping effects when you see Crash through a sheet of ice). The animations are topnotch too, and the game responds as fast as you press the buttons. Everything handles sharply, and it’s nice to see Crash lolloping around with that stupid walk of his.

So what’s the big problem? It’s very hard in places. One section, which strikes you in particular, is an early bit in a cavern. It requires very good reflexes to get through. This wouldn’t be such a glaring problem if the game had a bit of balance to it, as the bosses are the easiest in the series. In a game that’s so clearly geared towards children, the difficulty should be much more balanced: bosses should be at the top of the difficulty chain, not random bits of switch-hitting.

I would recommend this game if you’ve got kids… but the sudden geared-up difficulties in places mean that anyone under 12-ish will struggle. This weird combination of immaturity and difficulty makes for a game that can only be half-enjoyed by kids.

If you’re after some solid platforming fun, then look elsewhere. [i]Jak 3[/i] is an excellent choice, as are [i]Crash Bandicoot 2[/i] and [i]3[/i].

Sonic Gems Collection

December 27, 2005

Mmm … nostalgia. [i]Sonic Gems Collection[/i] was released almost as an afterthought to [i]Sonic Mega Collection[/i]. Whereas [i]Sonic Mega Collection[/i] had the majority of the classic Sonic games, it missed the big one: [i]Sonic CD[/i].

The simple fact is, [i]Sonic CD[/i] was a rarity. When it came out, surely it was easily found. But with Mega CD gone and no ports available, it seemed [i]Sonic CD[/i] was lost to the ages. Until now.

[i]Sonic CD[/i] was released just after the first Sonic game came out on the Mega Drive. It was the pilot game for the Mega CD, the Mega Drive’s CD drive. It took an interesting turnA

Shadow The Hedgehog

December 23, 2005

Released to a mass of speculation and predestined hate, Shadow the Hedgehog hasn’t enjoyed a very good release. The release of Sonic Heroes last year was enough to put many a Sonic fanboy off the series – and with good reason. What most of those people don’t realize is – this isn’t a Sonic the Hedgehog game; it’s a spin off which they should judge on it’s own merits. So, on with the review.

One part of the Sonic universe that’s made it on board Shadow – a basic storyline. But at least its original this time. The game takes place a few months after Sonic Adventure 2. Shadow the hedgehog is seen alive and well after falling from space, only he’s lost his memory. Again. Unfortunately, aliens are invading. Now he’s got to rely on his instincts (And the player) to guide him through the story. This is where things get a bit special: There is no defined path to follow. Depending on how you play, Shadow will end up siding with earth’s army to fight off the aliens, or join the aliens to conquer the planet. Or, he can choose to let them kill each other, and remain neutral. This is an original idea for the Sonic series, and one that works well.

The graphics are very good actually. They’ve managed to get a fair amount of realism in here, while still retaining the cartoonish looks of the previous Sonic games. The enemies are well done, as are the levels. One thing that stands out however, are the GUN soldiers. They look like they’ve been stolen right out of a Dreamcast game.

The music is done quite well; better than usual. The screaming guitars from Sonic Adventure still rear they’re ugly heads every now and then, but for the most part the music is suitably dark, while not going overboard. An interesting thing; There’s actually 5 different end songs (Which have always been the high point in a Sonic soundtrack – the big final boss music). The song you get depends on how you’ve played. Of course, the music isn’t the only thing that changes depending on how you play, indeed – the final few levels are like entirely different games according to what you did on the early stages.

Now for the most important feature; how does it play? Very well. Insanely fun game-play. The high speed bits from Sonic Adventure 2 – they’re here. Only faster. And of course, the biggest addition to the game – Guns. This is the thing that’s been annoying the fanboys all this time, but I really do have to point out: guns are NOT required. They make the game more fun, and a few of the end levels are damn near impossible to complete without them, but if you really want to go ‘Old school’, the guns can be put away. Anyway, the guns don’t get in the way of the high speed action. It’s entirely possible to run through a mass of enemies and gun them down on the way. Short answer: The guns work.

Now, replay value? Quite a bit actually. According to the game theatre, the Pure Hero ending is listed as “1”, and the Pure Evil ending is listed as “326”. This means there are 326 possible ways to play through the game. And let’s not forget about the Chaos Emeralds! While each playthrough may not take very long, there’s 326 of them to be done before you can call ‘complete’ on them. And the game itself is very Pick-up-and-play-able. Overall, I’d give it an 8/10. A vast improvement over previous Sonic games, and starring a much more interesting lead character. Rent or Buy – Rent it. Then love it. Then buy it.