I had the opportunity to sit down with Rob Pardo, former Chief Creative Officer at Blizzard and founder of Bonfire Studios and talk a little bit about his experiences in the industry, all while being destroyed at Super Smash Bros. Ultimate by his son. In addition to his work at Blizzard, Rob worked QA at Interplay, so it was interesting to hear about his experiences there. I couldn't pass up the opportunity to talk a little bit about Warcraft Adventures and Starcraft: Ghost, so be sure to check out the replay of the stream below.
Burnout Revenge is the peak of Burnout. Undoubtedly.
Burnout Revenge, a 2005 game for Burnout, and technically being Burnout 4, is a definite improvement over Burnout 3 in most aspects. It's enjoyable, with many hours I've clocked into the game, it sounds great and it looks good, though there is a problem I have with the visuals in this game. It was released on the PS2, Xbox and Xbox 360, with the 360 version being the "definitive" version. I've never bothered to touch it, though I have touched the Xbox version. I don't know whether my Xbox was messing up or the disc was messed up, but the Xbox version was very, very glitchy. Many times, the camera would clip through objects, a couple times I clipped through the floor, and in the "Eliminator" races, once it went down to me and only me, it'd go for a second and then say "You Win!".
Graphically, this game is very good. Progressive Scan is an option, being X and Triangle at startup, like most NTSC-U/C games, even across the pacific...
Metal Slug 3 is an incredibly enjoyable run'n gun game. Run to the right, blow shit up. Simple as that. Not much more to explain than that. The series just kinda didn't get better than this one.
Gameplay wise, it's a lot of fun. You run around, free and save hostages, and shoot everything that isn't a background object or is being used by yourself. Throw hand grenades, shoot with the "ROCKET LAUNCHER" and pick up the many, many powerups that will shout at you, "HEAVY MACHINE GUN". Granted, the voice shouting at you is a bit cheesy, but it does honestly add to the charm of the game.
The game has 5 levels, but also multiple pathways, usually having to do with a sub of some sort. They do add to the replayability, as they can change how you play the game. Levels 1 and 3 have them undoubtedly, and would be in places you wouldn't really expect under most circumstances. Level 5 though is a long, drawn out pain in the ass. First, your character gets abducted by aliens, then you go up to...
As I mentioned in my previous Tekken 5 review that I preferred Soulcalibur over Tekken, and not to mention, Soulcalibur III over Tekken 5, I thought it would be justifiable to explain as to why I like it more.
When I first got this, I was expecting a lot of fun out of it (other than knowing that it really split people's opinions on it), and expecting that this would be something to experience, after having had seen video of it being played, it looked like a lot of fun. I bought it, and I really enjoyed it when I first played it. Not to mention that I started with the tutorial since at that time, I wasn't very good at 1 v 1 fighting games, so I learned some basic commands that I soon forgot.
This game as a whole is pretty big.
Graphically, this game is astounding. It looks vibrant and colorful and it shows the graphical capabilities of the PS2. It does support Progressive Scan (525p). The game all around looks very nice and shows that a lot of time and effort went into this, but...
Now, before you think I'm going to go and obsess over this again, no. That isn't what is happening. Yes, I have had the urge recently to play it again, but I don't really want to do it like I did. I have not been playing it that much (if at all) recently, and after playing it again, I wanted to change my opinion on this game. it is not perfect, but it's pretty decent, if not actually pretty good.
It starts out with an intro (like the other volumes) but this time with the ship (I will explain it later) going past all of the museums before it, with the games' characters from each museum (the ones that were the most noticeable at least) either running up to it or teleporting themselves on top of it. Afterwards, the characters from the games on this volume teleport themselves on top of it, and somehow get inside as the ship zooms off into space.
Graphically, the museum is underwhelming. It is a real step back from what the previous games were (Volume 5's museum was really good), and...
With ASSEMblerGames.com going down at the end of the month one of our moves has been building OG, along wth a static archive of the site, we've released a few different types of backups so far, along with others by Nemesis/more to come by archive.org etc.
What have we done so far? We've bought assemblergames.net in auction, along with https://www.assembler-games.com/ the .com being the main site to host the archive.
Alpha wrote a custom Python script to crawl the site and populate a database which'll be hosted on A-G.com once the site goes done. Akira has been writing a front end for it based on the style AG is using currently.
We'll post more as always, just a minor update to the things going on.
We also have new stuff coming shortly, so keep an eye out OG
Obscure Gamers is a Video Game Preservation group founded in 2017. We actively work to preserve long lost video game history & hardware for educational research and historical purposes. Our long term goal is to work with Video Game Developers in preserving this important history from being lost.