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
Ridge Racer V is a game enjoyable by many people, but I believe that it is most enjoyable by Ridge Racer fans.
First of all, to start this review off, I initially HATED this game. I couldn't do any free run tries to get a feel for my car. When you start the game, it is just Gran Prix at the beginning, and that made me mad, but I continued. I liked Free Run because it allowed me to figure out how to drive well with the car I had selected and master the tracks. It was a good time waster as well, and that too was a positive to the game, just allowing me to waste my time playing around in the same track. Anyways, the whole thing of limited retries and lack of free run initially made me put it away and tell everyone to avoid it. I don't know how many months I had put it away for, but it has been a while since I put it away. I took it out one time and played it, and I had a lot of fun again.
Graphically, for the PS2 (especially since this is an early game), this game...
Would just like to say a massive thank you to everyone. Starting a new forum is a very chicken and egg situation - people don't register as there's no content and there's no content because no one registers.
So far we have had hundreds of users register and more importantly - you guys are posting and bringing over posts of value from assemblergames.
I couldn't be more proud of how this community has banded together to make this happen. You have all taken the challenge and ran with it - exceeding all expectations.
From me and all the staff (and the community at large) - Thank you all!
To start this review, I'm going to mention that I am reviewing the Playstation 2 version of Crazy Taxi. I have played the arcade version and they were the same game, so don't come crying to me that I'm not playing the version on the DC. I don't own a Dreamcast, and therefore, I would not have had played the Game on the DC, but i have seen footage of it, and I will say that saying that there isn't a significant difference between the PS2 version and the DC version of Crazy Taxi. Maybe a little bit graphically, but that's not much.
Crazy Taxi is a fun game. It's a fun expierence driving through busy city streets and going so fast that you make a jump off of a hill. It's all really fun trying to do this within the time limit, because then you have something to be worrying about other than the customer's timers, not to mention that this was an arcade game, so a time limit would be necessary for limiting how much a player can play.
the latter half of this review was a bit half-assed admittedly, but i wanted to leave the rest of the games open to re-review and their own reviews.
The reviews are back and even more sporadic than ever. Keep on the lookout.
"Why are you reviewing a collection? Aren't these all games you could review on their own?"
I'm merging them all together into a huge review that should satisfy most. It's to fill in for time until I review the next thing, coming 2035.
Sarcasm aside, last time I reviewed things, I wasn't really interested in playing games. Some might call it gamer's block, which is the term I use to refer to it, but I just wasn't feeling like playing anything, really. I was so incredibly bored of nearly everything at the times that I couldn't bring myself to play games. Not to mention a lack of getting new ones as at the time I was watching a lot of movies, and with those movies, I also didn't have anything on my mind to buy at the time.
As you may have read AssemblerGames is closing, with not much time to plan ahead I decided to run around like a headless chicken trying to put a plan in action. You'd think this is a joke but it's not, I was awake over 24 hours making this new forum and putting plans in action. even my last few minutes awake were talking things through with Bad_Ad84 in bed. ?
So far, all's going to plan which is good! but there's many many issues going forward.
What do we do about about saving AG itself? It's there I'm hoping @Bad_Ad84 can manage to buy the site. But there's the issue that Kevin may refuse to respond and close it still meaning we need a plan B. This plan B was to bring OG back with a fresh start for old and new users alike. Launching it now gives users time to join before the mass fallout of AG going possibly dark. Backups are still in progress of public content from AG, but...
I am not rewriting this one, and seeing with my recent poll, this is going to be important, though I did make a few edits to reflect my current opinion.
I'm quite the odd one out here. There are many people that like this game, as well as many people that hate it, too. I, being one that likes it, don't still have a few issues with the game, not to mention that I'm not a big fan of the 2011 remake or the 1996 PC port.
I've played this game through and through a few times. It's a really interesting experience, and very unique, too. The maze-like levels are an interesting thing to get though, and very unique. I'm also the odd one out here and say that I like Sonic CD more than Sonic 2, but I've also played Sonic CD quite a few times. One of the advantages for me is the level design. It's very maze-like and labyrinthish, but it's quite fun. I usually ironically play a Sonic game slowly, or otherwise I'll just run off a cliff or into a pit of spikes, or something...
This was not my first review, but I mentioned this one in my introduction thread so might as well start with it.
This game. This game is probably my least favorite game in my collection. This game is something that I never want to be reminded of again, but I go back to it constantly. Why?
The short answer is probably that I hate myself.
Graphically, this game is a mix. It has nicely animated pre-rendered cutscenes, but it also has cutscenes that are rendered by the in-game engine. The pre-rendered cutscenes look beautiful and are very high quality. They are very grphically detailed and all around look really good. It's a shame that more often, you'll come across the cutscenes that look like garbage. They're better than in-game models from the 5th generation, but that's only because they're a lot smoother. Otherwise, the in-game cutscenes that are rendered by the game's engine look like trash, but the game's models when the game is being played looks a bit...
Today a huge blow was landed on the community, Kevin the owner of AssemblerGames announced the sites closure within 30 days.
With not much time to plan ahead, I've temporarily closed our other site Prototopia and transferred the PT license to OG. This has given me the chance to relaunch OG which thankfully I got the domain back for after the old owner closed it.
I'm currently trying to archive as much of AssemblerGames as possible and will post the archive here once it's finished. It'll be around 20GB.
I'm not wishing to tread on anybody toes, nor start drama and this relaunch is simply to give the community someplace safe to reside incase the worst outcome of AG really closing happens.
This new OG is being rebuilt from scratch, with community input, so for now it'll be very basic features wise. If you wish to chat with us you can join the OG/PT Discord with the following link: https://discord.gg/dNYnFwp this will give temporary access to the AG-Future room.