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Thread: Grim Reviews Random Games

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    Grim Reviews Random Games

    GRIM REVIEWS RANDOM GAMES:


    Welcome ladies and gentlemen to the new and improved Grim Reviews Random Games. I finally took the time to edit up the index with an actual alphabetical database, and I also got rid of the rankings in it. For those wondering what I do, I review whatever the hell I want, and I let you know what I think about it. Sounds good, eh? If a game is one of those masterpieces that withstand the test of time, it could get lucky and be able to acclaim the title: "Grim's Perfect Game", or next best "Certified Grim Game" (if I even had titles like those ).

    PERFECT GAMES
    Spoiler:


    CastleVania IV, Super (1991)
    Clannad (2004)
    Half-Life (1998)
    Little Busters (2007)
    Metal Gear 2: Solid Snake (1990)
    Phoenix Wright: Ace Attorney (2001)
    Sweet Home (1989)
    Resident Evil (2002)
    Resident Evil 2 (1998)
    Resident Evil 3: Nemesis (1999)


    INDEX:

    A

    Alone In The Dark (1992)

    B

    Big Rigs: Over The Road Racing (2003)
    Bully (2006)

    C

    CastleVania (1986)
    CastleVania II: Simon's Quest (1987)
    CastleVania III: Dracula's Curse (1989)
    CastleVania IV, Super (1991)
    CastleVania: Bloodlines (1994)
    Clannad (2004)
    Clive Barker's Undying (2001)
    Clock Tower: The First Fear (1995)
    Clock Tower (1996)
    Clock Tower II: The Struggle Within (1998)

    D


    Demon's Crest (1994)
    Diablo (1996)
    Diablo II (2000)
    Doki Doki Literature Club! (2017)
    DOOM (1993)


    F

    Fantasy Life (2012)

    H

    Half-Life (1998)
    Half-Life: Blue Shift (2001)

    I

    Ib (2012)

    L

    Little Busters (2007)

    M


    Mad Father (2012)
    Metal Gear MSX2 (1987)
    Metal Gear 2: Solid Snake (1990)
    Metal Gear Solid (1998)
    Misao (2011)

    P

    Phoenix Wright: Ace Attorney (2001)

    R

    Resident Evil (1996)
    Resident Evil: Deadly Silence (2006)
    Resident Evil (2002)
    Resident Evil 2 (1998)
    Resident Evil 3: Nemesis (1999)


    S

    Silent Hill (1999)
    SplatterHouse (1988)
    SplatterHouse 2 (1992)
    Sweet Home (1989)
    Sweet Home (1989) Re-Review

    Z


    Zombies Ate My Neighbors (1995)

    Akumajou Densetsu vs. CastleVania: Rondo of Blood
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    Re: Grim Reviews 1984-1996 Games

    Sweet Home

    Console: Nintendo Family Computer (Famicom)

    Released: December 1989

    Publisher: Capcom

    Genre: RPG with Survival Horror Elements

    Nickname: "The House of Residing Evil"

    Attachment 3655

    Plot: 30 Years ago, famous artist Ichirou Mamiya hid away his frescos (paintings) inside his manor, after a terrible and dark secret plagued him for years. A group of 5 art restorers enter Mamiya's Manor, only to become trapped by a mysterious female spirit. They must now find a way to escape, while also revealing the mystery of Mamiya Manor. Story gets a 7/10

    Attachment 3656

    Gameplay: Sweet Home, as described earlier, is an RPG game, meaning it plays as such. The controls are tight, movement isn't a problem, and there are random battles. There are five playable characters in the game, Kazuo, Akiko, Taro, Asuka, and Emi. Each character has a specific item that only they carry. You are not, however, to have them all in one party. The parties can go up to three people, so there are always options. Now then, because this takes place in one setting, a manor, there are no inns or shops. This means that weapons and items are procured on sight. However, healing items are limited, and as such, must be rationed. Stepping away from conventional RPG's of the time, there is no reviving. Once character's die, they stay dead for the rest of the game and affect that game's ending.

    Attachment 3657

    Battling has become more simplistic in this game, and it is in fact perhaps better than many other RPG's. Th battles are streamlined, meaning there is only one enemy to fight at a time. Plus, because there is nowhere to buy weapons and items, battles only give experience to level up your characters. Yes, Sweet Home suffers from random battle syndrome, BUT, it does a fine job of making it as fun and painless as possible... besides, Evil Dolls! All is forgiven! Gameplay gets a 9/10.

    Music: The music in this game is nothing short of MASTERFUL! The music may be "basic", and "simplistic", however, it fits the mood of the game, and it plays itself well. Perhaps the best themes are "Foyer", and "Battle Theme" Music gets an 8/10.



    Graphics: There is no second thoughts on my mind that this game has flawless graphics. The enemies are well drawn, the designs are impeccable, and there are the little things that make this game lovely and spooky. I dare say, this is the best aged NES/Famicom game of all time. These graphics get the esteemed honor of 10/10.

    Cons: The fact that this game was never released in America officially is a rather depressing one indeed. This game's grim tone and dark content leaves the player indeed wanting more, even after the game is complete. Sometimes the game simply becomes well, confusing! The riddles are jarring and sometimes ridiculous, however, it never takes away from the story, only the gameplay.

    Final Summary: Overall, this game is a must have for the avid NES gamer. The game is only shy of getting my esteemed 10/10 score. However, take my word for it, it's good as perfect.

    Score: 8.5/10

    NEXT WEEK:

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    WWE Hall of Fame Re: Grim Reviews 1984-1996 Games

    Clock Tower (Clock Tower: The First Fear, Conventionally Known)

    Attachment 3653

    Console:
    Super Famicom (SNES in America)

    Released:
    1995

    Publisher:
    Human Entertainment

    Genre: Point and Click Survival Horror

    Nickname: The First Fear

    Plot: Jennifer Simpson and her friends were raised inside the Granite Orphanage. Jennifer's mother died during childbirth, and her father, who was a doctor, disappeared without a trace in the late 1980's. In September of 1995, she and three others, Laura, Ann, and Lotte, were adopted by Mr. Barrows, a close associate of one of the workers at Granite Orphanage, Ms. Mary. After bringing them to the Barrows Manor in rural Norway, Ms. Mary leaves them in the foyer to go find Mr. Barrows. However, Ms. Mary is gone for a long time, and Jennifer volunteers to look for her. This is where everything goes wrong... 7/10

    Gameplay: Clock Tower is somewhat similar to a point and click adventure game. Your cursor moves the character to wherever you click and instead of most games like Monkey Island and Maniac Mansion, The cursor also incorporates actions simply by highlighting items and secrets by creating a box. There are three different styles of play, investigation mode, run and chase mode, and panic mode. During run and chase mode, your only option of escape is to run or hide from the killer, named Bobby Barrows, or better known as Scissorman.

    Attachment 3649

    Scissorman is immortal, and extremely persistent. He will continue to chase down Jennifer until she is either dead, or she has managed to evade him. Unlike many survival horror games that happen to be more prominent than Clock Tower, you can't use weapons, it plays a more realistic tone in that you're only a 14 year old girl, scared out of her wits in this huge mansion, being chased by a 9 year old boy that wants to slice a pair of scissors through your neck. The game does damn well of building on that premise, and creating a genuinely unsettling experience.

    Panic mode is perhaps one you'll run into a lot during this game. This is when Jennifer's portrait, that thing down below:
    Attachment 3650(Jennifer Connelly anyone?)

    starts to flash Red and Blue, at that point, it's best to button mash the B button as fast as possible. Just saying, you'd probably die in this game if you don't. The investigation mode is the main mode in the game, which sees Jennifer mostly walking around, looking for items to pick up, ways to progress the game, and clues as to what's going on. It's advised to keep Jennifer at a slow pace with walking, as running depletes her health, which is represented in the portrait as blue for fine, and red for panicking. The only way to replete health is to have Jennifer rest, by stopping whatever she is doing. There are a few puzzles to solve, but really nothing to sweat over.

    The big draw to this game is its multiple ending system. There are a total of 9 endings in the game, all occurring when certain prerequisites are met. Mind you, most of them aren't necessarily "Good" endings. Another draw is its randomness. Nothing is exactly the same every time you play the game. Rooms swap about, items either appear or disappear, and Scissorman can spawn in random areas as well.

    The game does not come without it's flaws, as minor as they may be. During investigation mode Jennifer simply walks way too slow for some! The game is grinded mostly to a halt when healing Jen, and there is NO music when in this mode. However, the lack of music actually makes the game more intense and just flat out creepy. The rarity of Scissorman appearances also creates the feeling of fear, not quite knowing when he's to pop out to chase Jennifer. Frankly, the negatives are outweighed by all the positives that this game encompasses, which also happen to be in the form of the Audio and Visuals. 9/10

    Attachment 3651

    Visuals:
    This game is a masterpiece when it comes to the visuals and the atmosphere. The dark, dank, and lonely place the Mansion appears to be is just as eye popping to me as most of CastleVania III is. The backgrounds are spectacular, the character designs are wonderful, and the whole feeling is just insanely well done. From the photos that are shown, it's easy to say they look great! Now now, this is SNES, so set your standards accordingly. 10/10

    Attachment 3654

    Audio: The music is beyond a shadow of a doubt, the best feature this game provides. Yes, while the music is limited and only appears usually in Chase and Panic mode, it's so pulse pounding and Goblin-esque that it's hard NOT to love it.



    This is the chase theme, and the prominent piece throughout the game. I believe I shouldn't have to go into detail when it's plain to see the score to the game is every bit as great as the game itself. When the music ISN'T playing, the silence tends to get to the psyche as unsettling, when most of the time you're hearing Jennifer's footsteps, and weird and just creepy noises in certain rooms. 9/10


    Final Thoughts: This game is a cult classic. Sadly, while it never was released out of Japan, it gained recognition thanks to an anonymous English patch of the ROM. This game is a must play for the Survival Horror fans. This game encompasses everything that works in a Survival Horror game without going overboard and sticking to the basics of great storytelling, great game play, great visuals, and great audio, great replayability, and a great experience overall. Clock Tower is worth getting a reproduction cartridge of.

    Final Grade: 9/10

    Attachment 3652

    Next Week:

    From Norway to England...
    Last edited by Yuri; 08-08-2014 at 08:48 PM.

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    Re: Grim Reviews 1984-1996 Games

    Man, that game actually looks pretty good. I may have to fire up the old Emulator and check it out.


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    Re: Grim Reviews 1984-1996 Games

    Quote Originally Posted by Fuji Vice View Post
    Man, that game actually looks pretty good. I may have to fire up the old Emulator and check it out.
    It's definitely one of the best early survival horror games out there. Plus Fuji it's loosely based off of Argento's classic Phenomena, right down to the character designs of Jennifer, Ms. Mary, Sissorman, and Lotte.

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    Re: Grim Reviews 1984-1996 Games

    Clock Tower (Clock Tower 2 in Japan)

    Released: November 13, 1996 (JP)
    October 1, 1997 (NA)
    February 1998 (EU)

    Publisher: Human Entertainment/ASCII Entertainment (NA/EU)

    Genre: Point and Click Survival Horror

    Nickname: Clock Tower PSX

    Plot: It has been 1 year since Jennifer Simpson survived the events of Clock Tower: The First Fear, however, the events proved too traumatic, and as such, she is suffering from Dissociative Amnesia. Her caretaker, Helen Maxwell, works at Oslo University, under Psychiatric Professor Samuel Barton. Barton is attempting to place some truth in the brutal Murders, by hypnotizing Jennifer, much to Helen's dismay, after the both of them leave, Barton is interviewed about his personal investigation, saying that Scissorman couldn't possibly exist and that while the murders were real, an immortal monster couldn't have done it. All that changes, when Helen or Jennifer come into a close encounter with Scissorman, whom Jennifer thought she killed... 8/10

    Attachment 3661

    Gameplay: Clock Tower's Point and Click gameplay is back in full force, this time even more simplified. Now instead of pressing a button to open the item screen, you now just have to move the cursor to the top of the screen. Frankly, there's really nothing that can be expanded upon when the gameplay is already as good as it can be, however, the game has finally gone full 3D, meaning there is more room to explore, plus the edition of 4 places to explore: the College Science Building, Rick's House, The Library, and the Barrow's Castle in England. However, the choices you make only allow you to be in three of those four places. Also new, is the chance to play as multiple characters! You can play as either Helen or Jennifer as the main character, and Stan Gotts (The assistant-inspector), or Nolan Campbell (A reporter, and Jennifer's love interest... who happens to be 23... while Jennifer is 15... Yeah... don't ask...) as side characters.

    Attachment 3662


    Another big change is Scissorman himself!

    Attachment 3660

    This time, Scissorman appears at random, and is much much smarter, to the point where he can kill the player when they're in their hiding spot. In fact, one of the creepiest things Scissorman does in the game is WATCH CARTOONS! I mean, come on, that's fucking creepy. Other than that, he's just the same as he was in Clock Tower: First Fear.

    Also back is the Multiple Endings. This time, there are twelve combined endings. 6 for both Jennifer any Helen, and depending on what items you pick up at what time, and what things you do, they all end up becoming different every time you play. This adds so much replayability in this game, that it really feels like a worthy sequel to the masterpiece that was Clock Tower: The First Fear.

    Now, your health this time is reflected on your cursor instead of a portrait. The colors are white, orange, and red. The only way to heal is to find a first aid kid, which sadly happens to be extremely rare, so prepare to die... a lot. The puzzles have also made a step up from simple but enjoyable, to convoluted and just plain ridiculous at times. The fact that to get the best ending in Jennifer's campaign is to pick up an item in the very first level is outright strange, but actually a good incentive to explore EVERYTHING. Overall, the experience just feels a bit more complete from it's SNES original. 9/10

    Visuals: Now this is where the game really drops the ball. Clock Tower simply fails in the visual department simply because of what it tried to be. It played with 3D, but sadly while it may have looked good at the time it released, the visuals have aged very poorly. With that in mind, it simply fails to be scary and creepy like First Fear succeeded in. It's really a shame... 6/10


    Audio:
    The music that really made the game is back, however, in terms of audio? Resident Evil level voice-acting ruined any momentum this game had. This is where the game fails a second time. While I find no fault with the MUSIC, it's the sound effects and the voice-acting that simply don't work whatsoever. I'm sorry to say this, but in terms of sound effects for Clock Tower: First Fear and its sequels, the original SNES game will always win. 7/10



    Final Thoughts: Clock Tower for the PS1 is a worthy sequel, no doubt, however it's simply not as good as the original masterpiece is. The story continuation is done well, and the gameplay is there, however the visuals and audio fails. This game is worth $15 dollars if you can find it on Amazon or any other site. Simply put, this game is above average.

    Final Grade: 7.5/10

    NEXT TIME:

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    Re: Grim Reviews Retro Games

    Clock Tower II: The Struggle Within (Clock Tower: Ghost Head (Japan))

    Released: March 12, 1998 (Japan)
    October 31, 1999 (NA)

    Publisher:
    Human Entertainment/ Agetec Inc.

    Genre:
    Point-and-click Survival Horror

    Nickname:
    Ghost Head

    Plot: Alyssa Hale is a schoolgirl who has been having dark visions of murdering people ever since she received her father's amulet. She wakes up only to discover that those dreams have come true. There is a cold-blooded, immoral male personality inside her named "Bates" who makes her do things. However, when she has her amulet, it keeps her safe from his invasions. Due to her multiple personality disorder, she has been incarcerated in a mental hospital. She leaves the hospital, with Philip and Kathryn Tate, her uncle and aunt, waiting for her to arrive. Philip comforts Kathryn by reminding her that their daughter Ashley is also coming home. They hear a noise at the door, and Kathryn goes to see if it is Ashley. Philip says something about the "Maxwell Curse", before Kathryn screams and he rushes over to see what is happening. Later that night, Alyssa arrives to find the house abandoned, however, it's not as it seems... 7/10

    Attachment 3670

    Gameplay: The gameplay in Clock Tower II is the same as its predecessors, however, it plays just different enough to make it its own standalone game. One example is the Personality System. There are two playable personalities inside one body, Alyssa, and Bates. Alyssa is shy and quiet, and usually hides from the stalkers in the game, she also happens to be nice; in contrast, Bates is cold, calculating, immoral, and straight up an awesome asshole. Bates can actually USE weapons like guns in this game, which is in fact a pretty nice system of balancing, because you are going to need to either hide, or shoot, A LOT.

    Attachment 3671

    The only way to possibly switch between characters all lies in the Amulet that Alyssa carries. If Alyssa gets spooked and isn't wearing the amulet, Bates usually becomes the predominant character.

    Back from Clock Tower are the multiple location points! You can go from Tate's house, to the Hospital, to a Research Facility. Again, returning is the multiple ending system, and while it's not nearly as much as Clock Tower, it's still plenty. You have a total of 8 endings this time, each being procured via the same way as before. Honestly, Clock Tower II is simply keeping the same gameplay, but with the added Personality System that allows for all sorts of enjoyment. If you wish to look at how the rest of the game works, go look at the First Fear and Clock Tower reviews. 8/10

    Visuals: The look and feel of the characters definitely made a huge improvement over the previous game, however, some of the things in this game are outright just RIDICULOUS. Yellow Blood and Green Body Parts? What. The. Fuck? The backgrounds look well drawn and nicely done. Overall, while the graphics have surely improved, the silliness of this game leaves quite a lot to be desired... 7/10

    Attachment 3668

    Audio: This game failed in the audio department big time. All the voice actors (With the sole exception of the Awesomeness that is Bates) really didn't do all that well, just like in the game before it. The chase themes... really rock, instead of give a feeling of fear, but they do manage to give off an air of tension.



    This is the very first chase theme, and there are four others. That's right, multiple baddies. Now, the music as a whole is pretty damn fine, the sound effects are quite nice, and that's what really wins me over. The voice acting can go away, and this game would be all the better for it. 7/10

    Final Thoughts:
    Clock Tower II is a decent game, but not as great as it's predecessors. With that in mind, you can skip this, and go play the other two only. But if you want to have a good laugh at the expense of this game, It's perhaps worth about a $10 dollar range. Sadly, this closes out the 90's Clock Tower Trilogy, however, I'm not going to get to the 2000's trilogy just yet. I think I'll do other games before I get to Clock Tower 3, Haunting Ground, and Rule of Rose. So, Clock Tower II, good game, but not worth anything above $10-$15.

    Final Grade: 7/10

    Attachment 3669


    ((Yes, I know this is a thread called Grim Reviews 1984-1996 Games but frankly, that puts way too much limit on what I'm allowed to review, so instead, that's the NUMBER of games I plan to review sometime. nah, I'm working on getting it changed. So yeah.))

    Next Time:

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    Grim Reviews Random Games

    CastleVania III: Dracula's Curse/ Akumajou Densetsu

    Attachment 3672
    Attachment 3673

    Console: Nintendo Entertainment System (NES)

    Released: December 22, 1989 (JP)
    September 1, 1990 (NA)
    December 10, 1992 (EU)

    Publisher: Konami

    Genre: Action Platformer

    Nickname: Dracula's Curse

    PLOT:

    15th Century Europe

    In this dark age, there lived an evil person named Vlad Tepes who lived in Transylvania. Having reached the limits of his powers, he revived dark gods, and used their power to terrorize the nation of Walachia. Driven insane by his own greed, he planned to take over all of Europe.

    The Holy Church called out to arms, and sent an army to stop Tepes, or as he called himself, Dracula. But none of them returned alive... Seeing that their efforts were futile, The Church decided to hand the task of slaying Dracula to the Belmont family, known "Vampire Hunters" for many generations. But they were feared because of their power. They vanished, and had not been heard of since. The pope never gave up, and at last found one young man: Trevor Belmont.

    200 years before Simon Belmont, Dracula and mankind's battle begins... 8/10

    Attachment 3674

    Gameplay: CastleVania III/Akumajou Densetsu is an Action Platformer, there's really not much detail that can go into it. Just imagine this is like Super Mario Brothers... but... without Mario... and cooler characters... and better graphics... Oh, and better gameplay!

    Dracula's Curse takes what was established BOTH in CastleVania and Simon's Quest and makes an odd mix of the two that really work. For example, in CastleVania, you are working towards one goal only, no need to backtrack because the game is always moving forward. In Simon's Quest, you have branching paths, that lead to a new area, but backtracking is almost a necessity. In Dracula's Curse, it mixes the two in a way that really works well. CastleVania III gives you options and still manages to keep the game moving forward. This in my opinion is a very smart move, as it makes this the most unique CastleVania game out there, and yes, I know, I'm leaving out the N64 games... because they suck... for the most part.

    Another interesting aspect of Dracula's Curse is the addition of multiple characters to choose from. Yes, Trevor Belmont is your constant character throughout the game, but with the addition of a partner, you can easily switch out the two in order to fit your needs. Trevor's weapon of choice is the Vampire Killer whip handed down from generations of Belmonts. It can be upgraded twice for larger range and power, and he also is capable of using sub-weapons. The sub-weapons of choice are: Throwing Dagger, Holy Water, Boomerang Cross, Stopwatch, and Throwing Ax. The only way to use the sub-items are by collecting hearts, which are in candles and dropped by enemies. Stock up on them, and be sure to use the right weapon for the right boss. Just saying, here's a helpful hint: the Cross works best on the Grim Reaper. (That's me! )

    Attachment 3675

    You have Grant Danasty, who wields a dagger (THROWING dagger in the Japanese version) and can climb walls and ceilings, and he can change direction mid-jump, he's also twice as fast as Trevor. Grant in my opinion is the best novice friendly character, as his abilities can be made the most of and genuinely are the most useful throughout the game. Got a shit ton of enemies but don't feel like fighting them? Just switch out Trevor with Grant and climb your way out of the situation. The only sub-item that Grant can use is the Throwing Ax, but really, it's not needed, you've got an equally effective weapon (if you're like me and prefer the Japanese version).

    Attachment 3676

    The second partner you can get is Sypha Belnades, who is a spellcaster of sorts. Physically, she is slow, weak, and can die the easiest of the three partners, BUT, it's counteracted by the fact that she happens to be... wait for it... THE STRONGEST AGAINST DRACULA HIMSELF! That's right, I'm not kidding, her Fire spell makes short work of the man clad in black. Her other two spells are ice, and lightning, are pretty interesting. Her ice actually can freeze enemies on the screen (and their projectiles, so be careful) and her lightning attacks are pretty damned strong. Overall, Sypha is perhaps the hardest character to get a grasp on, based on just how weak she is on the surface, but underneath, she's deadly if used right.

    Attachment 3677

    Hold your heads high CastleVania fangirls, because the man of your dreams makes his debut right here! He's big, he's bad, he's the son of Dracula himself: Alucard! Video Gamers who are familiar with and have played CastleVania: Symphony of the Night should almost be able to recognize this guy for his handsome looks and devilish charm. Sadly... he's very... meh. He's not a bad character by no means, but... he doesn't have an edge like the other two do. He's gigantic, seriously, he has a larger hit range for damage than the other three, and his attacks are just plain awful. The only reason most people choose him is his ability to turn into a bat and use up a ton of hearts. I ask why? You have Grant, just climb! So yes, out of the three, I suggest you let Alucard rest until Symphony of the Night, when he's decent.

    Attachment 3678(And this is BEFORE he took 400 years of sleep)

    I'll make no bones about it. This game, is HARD. This is one of the hardest NES games alive, and rightfully so. The worst thing about this game can only be the stairs. They are so awkwardly placed that you're bound to either die on them, or at the very least take some amount of damage. The boss fights are legendary for their difficulty, and actually, in the Japanese version of the game, it's actually EASIER, which is really, saying a lot! No, it's not because the enemies are weaker, or the level designs are better, no no no. It's three key differences:

    A.) Dracula's Final Form is a lot easier.

    B.) Grant has a throwing dagger, and thus has the longer range than in the NTSC and PAL version.

    C.) Alucard's Bat mode doesn't take up nearly as many hearts as the other version.

    With this in mind, it's a little easy to see which version is a much better version, but no, I haven't even gotten to the music... 8/10

    Attachment 3679

    Music: Oh my god, we as Americans were severely robbed. Yes, the NTSC and PAL soundtracks are good, wonderful even, but compared to the Japanese soundtrack, which had the VRC6 chip implemented to give it extra channels, worked on the Famicom, however, the NES didn't have the hardware to support the extra channels, so instead we had a reworked soundtrack. THIS right here is the major difference when deciding whether to play Dracula's Curse or Akumajou Densetsu. The Japanese soundtrack is beyond belief of wonderment and awesomeness. I am absolutely proud to say, that the music for the Japanese version (which is what I'm going off of only) get's the highest grade I can give it. 10/10



    Graphics:
    While this may be NES, sometimes the graphics go way beyond our expectations. CastleVania always goes beyond that, and this game shows it so well! These graphics are great, but by no means the level of Sweet Home, but it gets preeeeeetty damn close. The enemies are well drawn, the colors pop out at you and complement each other very well, and overall it's very pleasing to see. 9/10

    Final Thoughts: Akumajou Densetsu or Dracula's Curse, the choice is yours. If you want a balls to the wall hard game that will take up most of your time, you most definitely want to try this. The game is very high on my list as personal favorites, however, this is by no means a perfect game. With it's frustrating mess of stairs, the game is somewhat taken back. However, it's most certainly worth a buy if you find it for around $20.
    Final Grade: 9/10

    Attachment 3680

    Next Time:

    Whip it! Whip it good!
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    Re: Grim Reviews Random Games

    CastleVania

    Attachment 3686

    Console:
    NES
    Released: September 26, 1986

    Publisher: Konami

    Genre: Action Platformer

    Nickname: Vampire Killer

    Plot: Every 100 years, Dracula returns from the grave to wreak havoc upon the nation of Walachia, along with Europe. The year is 1691, and Simon Belmont is the current holder of the Vampire Killer whip. It's up to him to stop Dracula, before all is lost! 6/10

    Attachment 3687

    Gameplay: CastleVania plays identically to Castlevania III, however, considering this is the original game, it's far more stripped down. For one thing, the game does not have branching paths. It is completely linear, meaning you are always moving forward. Simon is your only character in this one. (Sorry Alucard fans, he's not home.) Simon is something of a more basic Trevor, his whip delay is longer in this game, and his item uses still use hearts. This game emphasizes the need more than ever that you need to have the right sub-weapon. All the sub-weapons from III are still here though, so yeah. This game generally feels more intense because of the sheer memorization needed in order to really get this game down to a tee, and win. Needless to say, I've only made it to the third stage of this game. 7/10

    Attachment 3684

    Visuals: The visuals are just as lovely as III were here. The colors complement each other perfectly, and it utilizes mostly colors of Blue and Orange. Simon stands out like PU-WAM (WHIP IT! WHIP IT GOOD!!!) and overall, the look of this game is generally pleasing. 9/10

    Attachment 3685

    Audio: The soundtrack to CastleVania is rockin but not even close to Akumajou Densetsu's amazing-ness. Here is spawned the famous CastleVania song we all know and love. However, the music really helps lend an heir of intensity and stress when playing. It generally works for this game! 8/10



    Final Thoughts:
    Simply put. It's a must have. Get it for your collection if you can. It may be hard, but it's worth the $15 you put into it.

    Attachment 3688

    Final Grade: 7.5/10

    Next Time:

    Simon's Back in Business!
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    Re: Grim Reviews Random Games

    CastleVania II: Simon's Quest

    Attachment 3692

    Console:
    NES

    Released: August 28, 1987

    Publisher:
    Konami

    Genre: Action Platformer

    Nickname: Simon's Quest

    Plot: Simon is back in business, this time with a purpose. When he and Dracula first fought, Dracula cursed Simon, and now the curse is going into effect. Simon must now collect parts of Dracula to revive him and bring him down permanently (Or temporarily). However, villagers surrounding Dracula's Castle have mixed reactions when it comes to the Belmont's quest. 6/10

    Attachment 3693

    Gameplay:
    Simon's Quest takes a completely different route than its predecessor, CastleVania. It's almost an RPG feeling to this game, with it's many paths to take, multiple villagers, and broad spectrum of exploration, all within a 2D Side-Scrolling Platformer I might add. Before I go any further, one thing must be said: Simon's Quest is a mixed bag. Some people like it, some people don't.

    New to Simon's Quest are actual NPC's to talk to. Some of them are helpful, some of them are not... Despite what people say, it actually add's depth to the game: Some villagers want Simon to beat Dracula once and for all, others are still living in fear of what if Simon fails. Others in later towns hate Simon outright and tell him to leave. This part of the game is quite ill the way it as implemented. For one thing, the people that do help you give you hints that are ridiculous and somewhat unclear without the Redacted version of the game (or Nintendo Power Issue 2). However, we aren't talking about that version.

    Attachment 3694

    Different to the original CastleVania, Simon now instead of needing hearts to use items, he must now collect hearts to purchase upgrades and certain items. To put it plainly, the first set of items you need to buy in the first town is a whip upgrade, a white crystal, and holy water. The holy water is your most important weapon in the entire game. It helps reveal invisible pitfalls, breaks blocks down in certain areas, on top of that, it does do a modicum of damage against opponents. As you go, you will also receive certain items on site, such as a flame wall (which by chance happens to be the best weapon against Dracula. Go figure!).

    New is a day and night transition every so often in the game. This actually has an important role to the game, this is something of a timer. Depending on how many days pass, you will receive one of three endings: Good, Bad, and Very Bad. Enemies become stronger at night as well.

    Attachment 3695

    Speaking of enemies, they grow stronger as you enter a new area, and by the end of the game, your dinky little leather whip will take over 20 hits to destroy ONE enemy. This gives an incentive to level up your whip as much as possible: because the stronger your whip is, the less time is wasted, and the better ending you get. The enemies don't really have much diversity in this game, as most of them are re-used, just recolored to show differing strengths. Unlike the original as well, the enemies aren't placed in frustrating areas... they basically are food for grinding, which is a mess. The bosses too... What the hell were they thinking. Seriously, Death is balls to the wall hard in both CastleVania and Dracula's Curse, but in Simon's Quest he is so dumbed down that you can literally walk past him and not even have to fight him. There are literally three bosses: Death, Vampira, and Dracula, and none of them are all that hard. Thumbs down in my book here.

    Attachment 3696

    To collect different parts of Dracula, you have to enter the 5 manors scattered throughout the map, purchase an Oak Stake from a merchant inside, and throw it at an orb, then trek ALL the way back out, all in pretty much one sitting. You can take a minimum of three deaths before getting a game over, however, you can still hit continue and be left with all your items you had. The kicker is you lose ALL your heart progress, meaning you start at literally ZERO hearts. All that hard work wasted man...

    Overall, just the gameplay feels flawed, but not entirely bad. There are its positives, and its negatives, and thus is sums out to a moderate 6/10


    Visuals:
    The Visuals in Simon's Quest took a small downturn from the outstanding and eye popping awesomeness of CastleVania! For one thing, Simon doesn't look as aesthetically pleasing as he was in the first game, and this is in part due to the muddy color palette choice of Simon's Quest. The original game incorporated lots of blue and orange, as they complimented each other. However, this game used lots of green and red, however, the colors are dark and washed out. It just looks awful: at first glance. Then it starts to appease the eye in this strange way. It's as if the color choices for this game make sense, they were going for a more serious tone with this game, and they at least tried, so hey, A for effort! 5/10

    Attachment 3697

    Audio: Easily the best thing about this game is its music. Simon's Quest brought us arguably three of the most appreciated pieces of music in the entire CastleVania franchise: Silence of the Daylight, Bloody Tears, and Monster Dance! It also has literally the shortest soundtrack of the entire franchise as well, which seems like a bad thing, but the music is so damn good you won't mind a nick. Seriously, the first three CastleVania games have probably the best soundtracks of the games, and there's a good reason why. It's Konami for pete sake, lord and rulers of video game music! 8/10



    Final Thoughts: Simon's Quest isn't a perfect game by any means, nor is it all that great in the grand scheme of things. However, it was a unique attempt by the developers to try something new. After all, Nintendo tried something different with Zelda 2, and we all know how that worked out! This game would be classic if it wasn't so flawed, however, it's a fun romp of experimentation that would later go on to be perfected in Dracula's Curse and games like Symphony of the Night and onwards.

    Final Grade: 6/10

    Next Time:

    I am the last... I am the last...

    Attachment 3698
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    Re: Grim Reviews Random Games

    Clock Tower games are fucking sweet. Nice reviews man.


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    Re: Grim Reviews Random Games

    Loved the Clocktower games and the Castlevania games alike, Great reviews





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    Re: Grim Reviews Random Games

    Both Game series are pretty great, even though Clock Tower is severely underrated for what it did for Survival Horror. I'll take Clock Tower: First Fear over Resident Evil 1 any day.

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    Re: Grim Reviews Random Games

    Half Life


    Attachment 3703

    Released: November 19, 1998 (Windows)
    November 11/30, 2001 (PS2)
    January 25, 2013 (OS X, Linux)

    Platform: Windows, PlayStation 2, OS X, Linux

    Developer: Valve Software

    Publisher: Sierra Entertainment

    Genre: First Person Shooter

    Nickname:
    Half Life 1

    Plot: May 16, 200-, Black Mesa Research Facility in the New Mexico Desert is bustling with activity all throughout the large underground complex. Gordon Freeman arrives late for work, at 8:47 AM, for a test that was supposed to happen at 8:30. Making it to Sector C test labs, a conversation is overheard from a scientist and a security guard speaking of the entire computer system suffering problems not too long ago. Gordon ignores this and goes to the locker room, to equip his Mark IV Hazardous Environment Suit. When he arrives at Test Lab C-33/a, he is instructed to start the Anti-mass Spectrometer, and insert subject GG-3883, a large orange crystal. Upon inserting the crystal, everything goes awry, a hole between dimensions is ripped open and a Resonance Cascade is created. Gordon is teleported to the other dimension, known as "Xen". He awakes among the ruins of the test chamber, and must now find a way to escape Black Mesa, while now fighting the structural damages, the Xen creatures, the Hazardous Environment Combat Unit, Black Ops, and his own fellow employees. 9/10

    Attachment 3704

    Gameplay: Half-Life 1 is easily one of the greatest and most iconic FPS games (Or Video Game in General) of all time. The movement is fluid, strong, and empowering! You really do feel like Gordan Freeman. Your movement is controlled by the AWSD keypad, and your direction, weapons, and shooting is controlled by the mouse. The E button opens doors, talks to characters, pulls switches, and presses buttons. Space bar jumps. Ctrl crouches, and F turns on and off your Flashlight. Overall, the control scheme is simplistic, and feels good! For this game, it's one of the biggest draws.

    There are several types of weapons throughout the game, the most iconic being the Crowbar! Each weapon is strong against one type of enemy, so choose wisely when going into battles. You can always hide behind a corner and peek out to shoot, but be wary of quick and chasing enemies, like most of them are. The weapons are your standard ones such as the Glock 17, SPAS_12, MP5 with M203 Grenade Launcher, .357 Magnum, and a Rocket Launcher, to rather... strange ones like the fishing crossbow, biological guns, flesh eating parasites, and two experimental weapons, the Tau cannon, and the famous Gluon Gun.

    The enemies are quite varied, adding depth to the game's playability. The enemies can range from head-crabs (WATCH THE HEAD-HUMPERS GORDON!) to Vortigaunts that shoot electricity at you, to soldiers wielding machine guns and grenades. They all have their varying difficulties and each can give you a very tough time if short supplied. The major bosses are also really damn tough too, and give a great challenge, however, dying isn't too much of a penalty, in fact, if you die, you usually leave off where you were before you died, so no need to save constantly!

    Attachment 3701

    The presentation of the game and the areas are so visually appealing, you just wish you could be there before the incident! Everything in this game is super appealing and masterfully made, there is nothing Valve needed to improve upon here. 10/10


    Visuals:
    This may be using the Quake Engine from Id, but this game breaks the limits of a game's capabilities from 1998, and is perhaps the most beautiful looking game of the 1990's. The blending of light and dark colors is perfect and character designs are well done! Everything about the game's visuals are perfect. 10/10


    Audio: This game is less about music, and more about Environment, and Half-Life has that in spades! Water rushing in a chasm, electrical equipment making sparks, alert noises, everything is beautiful. Yes, this also gets the well deserved 10/10 simply because it must be experienced to understand how great is actually is.



    Final Thoughts: Half-Life is THE definitive First Person Shooter, and THE definitive late 1990's PC gaming experience. What this game has led to is a legacy of Half-Life 2, Team Fortress, Left 4 Dead, and Portal. This game is REQUIRED for playing to understand how to really make an amazing game, story, and overall experience.

    Final Grade: 10/10

    Attachment 3702

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    Attachment 3705
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    Quote Originally Posted by Grim Reaper View Post
    Both Game series are pretty great, even though Clock Tower is severely underrated for what it did for Survival Horror. I'll take Clock Tower: First Fear over Resident Evil 1 any day.
    I think they're both sort of similar yet entirely different game series. Clock Tower makes you feel so very vulnerable and defenseless in all honesty. Whereas Resident Evil gives you the fear that you are trapped - but you can fight your way out. However, Clock Tower is good for that tension you feel when playing games whereas I think Resident Evil it's more or less a whole sort of 'Man or Mouse' thing. You can proceed in Clock Tower and be scared the entire game but I think if you adopt the attitude of being a wuss throughout Resident Evil, you're fucked.

    Clock Tower 3 is still a game I play every so often. Just to relive it. Hope they make a HD sequel or something.


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    Quote Originally Posted by Shake View Post
    I think they're both sort of similar yet entirely different game series. Clock Tower makes you feel so very vulnerable and defenseless in all honesty. Whereas Resident Evil gives you the fear that you are trapped - but you can fight your way out. However, Clock Tower is good for that tension you feel when playing games whereas I think Resident Evil it's more or less a whole sort of 'Man or Mouse' thing. You can proceed in Clock Tower and be scared the entire game but I think if you adopt the attitude of being a wuss throughout Resident Evil, you're fucked.

    Clock Tower 3 is still a game I play every so often. Just to relive it. Hope they make a HD sequel or something.
    Man, Capcom totally dropped the ball for Clock Tower 3 in the third act and onwards, which will be the main reason it will never be comparable to the original 3, however, Haunting Ground is definitely more of an improvement. I could officially claim that one Clock Tower 4, and no one would argue it.

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    Re: Grim Reviews Random Games

    Half Life: Blue Shift

    Attachment 3710

    Released:
    July 12, 2001 (Windows)

    July 31, 2013 (OS X, Linux)

    Platforms: Windows, OS X, Linux

    Developer: Valve Software, Gearbox Software

    Publisher: Sierra Studios

    Genre: First Person Shooter

    Nickname: Blue Shift

    Plot: May 16, 200-, Barney Calhoun, a security guard at Black Mesa, arrives by tram to the Sector 3 Security Facilities early in the morning, however, is unable to enter right away, as the security guard on the other side explains that there has been some problems with the access system. After managing to get in, he quickly equips his safety vest, helmet, and standard Glock side-arm. He is then stationed to repair an elevator, there, he is berated for taking his time by one of the scientists. He repairs the elevator, and while the elevator is moving, Gordon Freeman accidentally begins the Resonance Cascade, everything quickly descends into madness, as the elevator breaks and Barney is knocked unconscious... Awaking after an indiscernible amount of time, Barney Calhoun must now find a way to escape the wreckage of Black Mesa, while helping his fellow employees, and escaping the clutches of the HECU, a military unit sent in the silence the facility. 8/10

    Attachment 3711

    Gameplay: While a mod to Half-Life, there are distinct differences between the masterpiece, and this slightly diminished continuation of the Black Mesa chapter of the series. First off, you play as Barney, a key character to the series as seen in Half-Life 2. Secondly, this game can easily be beaten in less than 4 hours, unlike the original, which had the average play-time of 12. Other than that, there's not much different. You have a much more limited weapon cache, so that's something a bit diminishing.

    Oh, and there's Dr. Rosenberg, an NPC that actually helps Barney through-out the game! He is saved by Barney, and later gets him to help in the escape from Black Mesa. He's actually fairly helpful and does keep the story moving along by accompanying Barney some of the time.

    Honestly, there's not much that can be said about this expansion, it's the same, but not the same feeling! 9/10

    Attachment 3712

    Visuals: Visuals are still the same... seriously, there's not much I can knock here when they changed nothing much about the look of the game... 10/10

    Audio:
    The soundtrack has definitely changed, and in my opinion, while great, still not as iconic as the original, shame too, because I REALLY dig both Blue Shift and Opposing Force's soundtracks! Hell, my favorite track of Blue Shift is definitely "Storm". 8/10



    Final Thoughts:
    While definitely not as good as Half-Life, Blue Shift is almost a necessity to get the full story of the Black Mesa saga of the series! It takes nothing away, only ADDS to the story, and if nothing else, is a good way to spend a few hours!

    Final Grade: 9/10


    Next Time:

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    Re: Grim Reviews Random Games

    DOOM



    Released: December 10, 1993 (DOS & Mac (NA))
    1993 (DOS & MAC (EU))
    November 14, 1994 (SEGA 32X (NA))
    November 21, 1994 (SEGA 32X (EU))
    1994 (SEGA 32X (AUS))
    December 3, 1994 (SEGA 32X (JP))
    1994 (Atari Jaguar)
    September 1, 1995 (SNES (NA))
    October 26, 1995 (SNES (EU))
    November 16, 1995 (PlayStation (NA))
    December, 1995 (PlayStation (EU))
    March 1, 1996 (SNES (JP))
    April 19, 1996 (PlayStation (JP))
    1996 (3DO (NA))
    April 26, 1996 (3DO (JP))
    August 20, 1996 (Windows)
    March 31, 1997 (SEGA Saturn (NA))
    1997 (SEGA Saturn (EU))
    July 11, 1997 (SEGA Saturn (JP))
    October 28, 2001 (GBA (NA))
    November 16, 2001 (GBA (EU))
    September 27, 2006 (XBLA (Activision) (NA & EU))
    September 28, 2006 (XBLA (Activision) (JP))
    January 18, 2012 (XBLA (Bethesda))

    Platforms: DOS, Macintosh, SEGA 32X, Atari Jaguar, SNES, PlayStation, 3DO, Windows, SEGA Saturn, Game Boy Advance, and X-BOX 360

    Developer: iD Software
    Nerve Software (XBLA)

    Publisher: iD Software

    Nickname: The Father of First Person Shooters

    Plot: You're a marine, one of Earth's toughest, hardened in combat and trained for action. Three years ago, you assaulted a superior officer for ordering his soldiers to fire upon civilians. He and his body cast were shipped to Pearl Harbor, while you were transferred to Mars, home of the Union Aerospace Corporation.

    The UAC is a multi-planetary conglomerate with radioactive waste facilities on Mars and its two moons, Phobos and Deimos. With no action for fifty million miles, your day consisted of suckin' dust and watchin' restricted flicks in the rec room.

    For the last four years the military, UAC's biggest supplier, has used the remote facilities on Phobos and Deimos to conduct various secret projects, including research on inter-dimensional space travel. So far they have been able to open gateways between Phobos and Deimos, throwing a few gadgets into one and watching them come out the other. Recently however, the Gateways have grown dangerously unstable. Military "volunteers" entering them have either disappeared or been stricken with a strange form of insanity--babbling vulgarities, bludgeoning anything that breathes, and finally suffering an untimely death of full-body explosion. Matching heads with torsos to send home to the folks became a full-time job. Latest military reports state that the research is suffering a small set-back, but everything is under control.

    A few hours ago, Mars received a garbled message from Phobos. "We require immediate military support. Something fraggin' evil is coming out of the Gateways! Computer systems have gone berserk!" The rest was incoherent. Soon afterwards, Deimos simply vanished from the sky. Since then, attempts to establish contact with either moon have been unsuccessful.

    You and your buddies, the only combat troop for fifty million miles were sent up pronto to Phobos. You were ordered to secure the perimeter of the base while the rest of the team went inside. For several hours, your radio picked up the sounds of combat: guns firing, men yelling orders, screams, bones cracking, then finally, silence. Seems your buddies are dead.

    IT'S UP TO YOU!!!
    Things aren't looking too good. You'll never navigate off the planet on your own. Plus, all the heavy weapons have been taken by the assault team leaving you with only a pistol. If only you could get your hands around a plasma rifle or even a shotgun you could take a few down on your way out. Whatever killed your buddies deserves a couple of pellets in the forehead. Securing your helmet, you exit the landing pod. Hopefully you can find more substantial firepower somewhere within the station.

    As you walk through the main entrance of the base, you hear animal-like growls echoing throughout the distant corridors. They know you're here. There's no turning back now. 9/10

    Gameplay: DOOM is easily known as one of the most famous FPS games of all time, and it's gameplay still stands tall above many other games to this day. With it's customizable control scheme, and fast paced action, for a long time, I didn't know how the heck I was going to review this game! So to put it plainly and simply, this is really challenging... So instead of the norm, I just decided to throw a video of the gameplay. I know, lazy, but I really don't know what to say! It's awesome, violent, and super satisfying! Oh, did I mention that people still play this game today?



    After watching the game play, it seems easy enough right? You get a nice selection of weaponry from your puny fists, and your lousy pistol, to the famous shotgun, all the way up to the most badass weapon in all of hell's fury, the BFG 9000! Your main objective, get to the end of the level, your incentive, Kill as many demon's as you possibly can. That's all there is to it, just pure carnage and fun. 9/10

    Visuals: There's only one phrase to describe DOOM's visuals:



    There is nothing more satisfying than seeing the mutilated remains of your enemies fall apart before your eyes! The level designs are also something to brag about for this game, since most of them are cleverly done. From technological and computer filled halls, to bloody pools and fiery pits of Hell itself, DOOM always looks aesthetically pleasing to the eye, and almost never gets old. The levels are cleverly made, simple in the beginning, and almost convoluted and evil by the end. It's really amazing considering it's from 1993. 10/10

    Audio
    : For 1993, this was really damn good! From hardcore rocking tunes, to slow-paced death chimes, DOOM has everything! Even the enemies sound enriched and creepy sounding! Their death noises will soon be music to your ears! 10/10



    Final Thoughts: DOOM is a masterpiece of carnage and destruction! Most definitely worth buying today and giving a try!

    Final Grade: 9.5/10

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    Attachment 3720

    AGAIN!?
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    Return to SWEET HOME



    Console: NES

    Released: 1989

    Publisher: Capcom

    Nickname: The House of RESIDING EVIL (Wink Wink Nudge Nudge!)

    Plot: 30 Years ago, famous artist Ichirou Mamiya hid away his frescos (paintings) inside his manor, after a terrible and dark secret plagued him for years. A group of 5 art restorers enter Mamiya's Manor, only to become trapped by a mysterious female spirit. They must now find a way to escape, while also revealing the mystery of Mamiya Manor.

    Spoiler:

    As the crew gets deeper in the mansion, they learn that something happened involving Ichirou's wife and child... His kid burned to death in the mansion's boiler. Ichirou's wife was driven mad by this event, murdering other children by the same method that killed her seed. Eventually, the people from the nearby town had enough and stormed the mansion, with the wife committing suicide by burning herself to death. She cursed the manor, but Ichirou managed to calm her spirit by burying the baby in the western lake... He created his frescos afterwards, and disappeared from the world. It is learned that others had been in the manor before Kazuo, Akiko, Taro, Asuka, and Emi. It is presumed they had dug up the child, which awoke the spirit of Lady Mamiya.
    10/10



    Gameplay: I know what you're thinking. WHY AM I REVIEWING THIS GAME AGAIN!?!? The answer is really simple. My opinion on the game has changed tremendously since I last reviewed the game... sometime last year. Yes, while originally I thought it was a great game, I now am under new impressions... Starting with the gameplay, not only is it as good as I thought it was, it is in fact better later on in the game! There's actual TRAPS!!! Extra tension is squeezed through the last half of this game, and planning is absolutely necessary at this point!!! I've already gone over how the game works, so I don't really need to do it over. 10/10




    Visuals
    : Yes, this is still the best aged game on the NES and Famicom, no doubt, you will hear nothing but that from me. And yes, the graphics still hold up to this day!!! I'll rate the graphics the way I did last time, but just saying, they have really out-shined anything that has been done on 8-bit systems. 10/10

    (THIS IS ACTUALLY CANON! O-O)

    Audio: The music is so much better than what I remember! I dunno if it's getting much farther in the game and playing for hours on end!!! My new favorite piece of music is now Mamiya's Quarters, which plays near the end of the game. To put it bluntly, the music is SO worthy of having!!! 9/10



    Final Thoughts: Sweet Home, Not only did it surpass what I originally thought of it, it is in fact one of the best damn games I ever had the pleasure of playing. It is absolutely worth any money you plug into it!

    Final Grade: 10/10


    NEXT TIME:

    Last edited by Yuri; 10-31-2014 at 08:30 AM.

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    Re: Grim Reviews Random Games

    Demon's Crest



    Released:
    October 21, 1994 (JP)
    November 1, 1994 (NA)
    March 1, 1995 (EU)

    Console: SNES

    Developer: Capcom

    Nickname:
    Gargoyle's Quest 3

    Plot: The Demon World is separated from the human world, and it is in strife. There are 6 crests, which if gathered together, the Crest of Infinity appears. Firebrand has defeated the Demon Dragon, and has collected the last of the crests... however, as he leaves to tend his wounds, he is attacked by fellow demon Phalanx. Firebrand loses all the crests, and is locked in an amphitheater, left to fight the zombified Demon Dragon once again. He escapes, and now is on the hunt to getting back every crest again from Phalanx. 8/10



    Gameplay: Demon's Crest combines elements of RPG's and Platforming into one fun mix. Once pressing start, the game just throws you into it; no bullshit, no tutorial. Just you, the Demon Dragon, and your controller. Once you start to get more of a grasp of the controls, the game throws more mechanics at you faster than an automatic baseball pitcher.

    Oh, I also forgot to mention. Demon's Crest is actually the final game in the Gargoyle's Quest series, a series that is actually a spin-off of Ghosts N' Goblins!!! How's that for some fun trivia! The first Gargoyle's Quest was a Game Boy exclusive, and Gargoyle's Quest 2, which maybe many of you NES players have taken a run through perhaps, were both good games for their exclusive systems. But Demon's Crest on the SNES... just breathtakingly above anything Capcom has done before.

    The implementation of the crests are very interestingly designed. There are 6 crests you can earn throughout the game, the first being the Fire Crest, which Firebrand has right away. One crest allows you to swim underwater, another lets you fly, and another makes your attacks stronger and use ground attacks. There's so much variety, and the level designs allow you to accommodate for each crest. You'll need to get as many crests as you can, buddy.

    One biiiiig problem with this game is how floppy the bosses are. It's completely wonky. Sometimes you'll come across a boss that unrelentingly hard, and then later on, you get a crest in a different level (which I do give credit to Demon's Crest for, non-linear play), the bosses become laughably easy. Just a damn shame how much they screwed up the bosses.

    Another big problem is item placement. Before I go into further detail, I just want to say that there are in fact multiple endings, and what are the conditions? How many crests and items you gain by the end of the game. Now, isn't that just a little buttfuck? Not to mention, all the items are SOOOOOOOO obscure at times, it's as if Capcom had a meeting and the topic was, "How do we piss off customers when they go and buy Demon's Crest?" The answer? Just randomly place essential items in places no one would even THINK. If you played this game as a youth and had a strategy guide for it, you'll know what I mean.

    The third nail in the coffin is simply the slowdown this game suffers, and really, it's a very minor negative, but also a very huge positive in terms of graphics and sound. When there's too much of something on the screen, the game sadly tends to drop in frame-rate, but it doesn't make it unplayable, just slightly slower than usual.

    Now then, after I just bashed the game for it's negative points, I'm going to accentuate it's positives. The game's control scheme is perhaps ingenious, and the way you control Firebrand makes you feel like a bad ass, and makes you feel in control. You feel like you could go into the game and actually BE Firebrand because the controls are just so lusciously great! Yeah, there's some problems with the game, but it doesn't detract from the experience of having a great time with it, and ultimately that's what makes Demon's Crest stand out from many of it's contemporaries, and I haven't gotten to the over-world, which I'll just describe in a brief sentence. You fly around, and get to choose what levels you take, what shops you want to go to, etc. etc. In short, the gameplay isn't the problem, it's the choices that Capcom decided with the game is why it is just shy of being an irrefutable classic. 9/10



    Audio: You want music that could rival Super CastleVania IV? You got it buddy. You've got one of the best soundtracks in the SNES library just at your fingertips. The medieval feel with the organ in this game is just gorgeous. There really is nothing like Demon's Crest's articulate and well constructed flux of sound. It mustn't be described, it must be experienced. 9/10



    Visuals: Same with the audio, Demon's Crest's visuals are beyond beauty. It's very obvious that Capcom went all out with this game, and because of the slowdown, you can tell they went waaay too above and beyond the call of duty to make this game shine above many of it's similar games... which is sad considering it was a financial flop.

    Firebrand looks bad ass, the enemies are beautifully drawn, and the environment looks like something right out of real life. The only thing that can truly be said about the visuals, is that it is the peak of aesthetics, concerning the SNES. 10/10



    Final Thoughts: Demon's Crest is a game before its time. Demon's Crest is a game that because of its problems, will never be seen in the light as one of the greatest games of all time. Demon's Crest is a damn good time, and should have been utilized more by gamers. It is one of those obscure games, that will live on, as the peak of graphics on the SNES forever. This game is worth your money, and your time, and your collection.

    Final Grade: 9/10



    Hey guys! Sorry for being so late with this review. I WAS planning on doing Clock Tower 3 originally, but Demon's Crest in my opinion is a much more worthy review. I'm not exactly sure if I'll do 3 anytime soon, but consider Demon's Crest a Halloween gift from me to you.

    Next Time:

    FOOOOOOORE!!!

    Last edited by Yuri; 11-03-2014 at 11:37 PM.

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