Format: Game & Watch
Developer: Nintendo
Publisher: Nintendo
Release Date: December 16, 1982
Playtime: 6 minutes (played on easy (game A) for a few rounds until I ran out of lives)
Green House is (questionably) a spin-off of Donkey Kong 3. In it you play as an exterminator, simply known as the "Fumigator" in the manual, who must go into a greenhouse and stop a bug infestation. How is this connected to Donkey Kong? Well, in Donkey Kong 3 you play as an exterminator in a greenhouse who must stop bugs and Donkey Kong from getting to your plants. The gameplay and idea is similar. In Donkey Kong 3 the exterminator's name is Stanley. Then in a 1983 commercial for Green House the exterminator's name is also given as Stanley. So even though an official connection has not been made by Nintendo, I feel like the connections are too strong to ignore (hence the Donkey Kong tag).
Anyway, this Game & Watch title is one of the two screen ones (so it looks like a Nintendo DS). There are four plants you must protect, two on the top screen and two on the bottom. Spiders slowly approach the bottom ones while worms attack the top. You have to climb up and down a ladder while killing the worms with your spray. Spraying the spiders only pushes them back as they cannot be defeated. You have unlimited spray so that isn't an issue.
Green House is a very difficult game. This seems to be a trend at this point with these Game & Watch games in case you haven't noticed. The bugs approach the plants at lightning speed so you have to be moving up and down incredibly fast. Even if you lost one of your plants you simply lose a life and then the game resets the plants so you always have to protect all four of them. I will say that this game is one of the more entertaining titles for the Game & Watch that I have played. The action kept me on my toes and I enjoyed going for higher and higher scores. I only wish that it was a tiny bit slower.
I would say that this is one of the better Game & Watch titles. I wouldn't necessarily recommend going out of your way to track down an original due to the cost but if you have Game & Watch Collection 3 for the Game Boy Color (which includes both the original game and a remake) or the rare Game & Watch Collection for the Nintendo DS then it can be a fun time and is worth a look.
Tuesday, January 24, 2017
Donkey Kong Jr. (1983, Game & Watch/Coleco Tabletop)
Format: Game & Watch/Coleco Tabletop
Developer: Nintendo
Publisher: Nintendo (Coleco Tabletop version published by Coleco)
Release Date: 1983
Playtime: 20 minutes (played on easy difficult (game A); unlocked all four locks on Donkey Kong then played until I ran out of lives)
I'm trying to plow through all of the pre-Donkey Kong 3 titles in the series before moving onto something else. Little did I know that it would involve a lot of LCD games. This one is an entirely new game based on Donkey Kong Jr. To clear up any confusion, Nintendo made a single screen Game &Watch title based on the arcade game in 1982. In 1983 they made a separate game in the form of a small tabletop portable arcade machine which they called the "Game & Watch Tabletop". Coleco, instead of making their own Coleco Tabletop, ended up rebranding the tabletop as their own. The game is completely identical but is available in both forms. I played the Coleco one but it doesn't really matter.
In this game you start at the bottom left as Donkey Kong's son. You must grab a key a key and navigate to the top of the screen. From here you must grab onto a yellow umbrella (which move down) and then grab onto a red balloon (which go up). Then time it right to unlock the lock that Donkey Kong is holding out. From there you go back and grab another key and do it all over again until you've unlocked all four of the locks (at which point the game loops at higher difficulties). There are birds flying around the entire time which can make this difficult.
This is one of the more difficult Game & Watch games in my opinion, with only the other Donkey Kong Jr. title being harder. Although, that one was very luck based while this is actually about skill. The one thing that can be annoying about this game is that there are often long stretches where either the balloons or umbrellas do not appear. This left me in a spot where I had to continually dodge birds while waiting for them to appear so I could work my way across to the locks.
While I do think this is a decent game, I don't think that it is as good as the previous Coleco Tabletop game. It is sometimes hard to tell which direction the umbrellas or balloons are going due to the lack of fluid motion (which is just how LCD games are). Otherwise everything looks decent enough. Not a bad game, but not necessarily recommended either.
Developer: Nintendo
Publisher: Nintendo (Coleco Tabletop version published by Coleco)
Release Date: 1983
Playtime: 20 minutes (played on easy difficult (game A); unlocked all four locks on Donkey Kong then played until I ran out of lives)
I'm trying to plow through all of the pre-Donkey Kong 3 titles in the series before moving onto something else. Little did I know that it would involve a lot of LCD games. This one is an entirely new game based on Donkey Kong Jr. To clear up any confusion, Nintendo made a single screen Game &Watch title based on the arcade game in 1982. In 1983 they made a separate game in the form of a small tabletop portable arcade machine which they called the "Game & Watch Tabletop". Coleco, instead of making their own Coleco Tabletop, ended up rebranding the tabletop as their own. The game is completely identical but is available in both forms. I played the Coleco one but it doesn't really matter.
In this game you start at the bottom left as Donkey Kong's son. You must grab a key a key and navigate to the top of the screen. From here you must grab onto a yellow umbrella (which move down) and then grab onto a red balloon (which go up). Then time it right to unlock the lock that Donkey Kong is holding out. From there you go back and grab another key and do it all over again until you've unlocked all four of the locks (at which point the game loops at higher difficulties). There are birds flying around the entire time which can make this difficult.
This is one of the more difficult Game & Watch games in my opinion, with only the other Donkey Kong Jr. title being harder. Although, that one was very luck based while this is actually about skill. The one thing that can be annoying about this game is that there are often long stretches where either the balloons or umbrellas do not appear. This left me in a spot where I had to continually dodge birds while waiting for them to appear so I could work my way across to the locks.
While I do think this is a decent game, I don't think that it is as good as the previous Coleco Tabletop game. It is sometimes hard to tell which direction the umbrellas or balloons are going due to the lack of fluid motion (which is just how LCD games are). Otherwise everything looks decent enough. Not a bad game, but not necessarily recommended either.
Donkey Kong (1981, Coleco Tabletop)
Format: Coleco Tabletop
Developer: Nintendo Research & Development 1 (port developed by Coleco)
Publisher: Nintendo (port developed by Coleco)
Release Date: July 9, 1981 (port released 1982)
Playtime: 18 minutes (completed both stages to rescue Pauline then played until I ran out of lives)
Originally I thought to skip this one as it is a port of the original arcade game. I don't review ports unless they include some sort of new content. This one doesn't necessarily include new content but provides it in a way that is different enough that I considered it worthy of a playthrough. Just like the arcade game, you play as Mario and must rescue your girlfriend Pauline from the giant ape Donkey Kong.
This game basically recreates the barrel and rivet levels (the first and last levels) from the arcade game, but does so on a single screen. So first you must climb your way to the top while jumping over the barrels. Next you respawn at the bottom again but now you must go over all of the rivets while avoiding the enemies. Basically the rivets are inactive on the first level even though it is the same screen.
This is an LCD game in what is basically a small portable arcade cabinet. It is a pretty fun game by LCD standards and it recreates the feel of the original game much better than I expected. However, it is pretty difficult. The controls take some getting used to. To jump forward (instead of just straight up) you have to press the move button and the jump button at almost the same time. However, you must press move just before you press jump or you will either jump straight up or accidentally walk to either side (often resulting in your death).
Once the controls are mastered it doesn't take long to get past the first level. The second is where things get difficult. You have a time limit (which isn't displayed on screen) and the fireballs are very aggressive. They often refuse to move away from a rivet which can make it difficult to gain access to it to finish the game. Also, they can move up and down on the left or right edges of the screen in some areas where it is difficult to even see them.
Donkey Kong for the Coleco Tabletop is a pretty solid effort from Coleco. It translates the arcade game pretty well while maintaining the feel. However, I don't see any reason to play this in 2017. There are far better and easier to find ports out there of the original game so there isn't much reason to go back to this one. It does look pretty nice in a game room though if you're into that sort of thing.
Developer: Nintendo Research & Development 1 (port developed by Coleco)
Publisher: Nintendo (port developed by Coleco)
Release Date: July 9, 1981 (port released 1982)
Playtime: 18 minutes (completed both stages to rescue Pauline then played until I ran out of lives)
Originally I thought to skip this one as it is a port of the original arcade game. I don't review ports unless they include some sort of new content. This one doesn't necessarily include new content but provides it in a way that is different enough that I considered it worthy of a playthrough. Just like the arcade game, you play as Mario and must rescue your girlfriend Pauline from the giant ape Donkey Kong.
This game basically recreates the barrel and rivet levels (the first and last levels) from the arcade game, but does so on a single screen. So first you must climb your way to the top while jumping over the barrels. Next you respawn at the bottom again but now you must go over all of the rivets while avoiding the enemies. Basically the rivets are inactive on the first level even though it is the same screen.
This is an LCD game in what is basically a small portable arcade cabinet. It is a pretty fun game by LCD standards and it recreates the feel of the original game much better than I expected. However, it is pretty difficult. The controls take some getting used to. To jump forward (instead of just straight up) you have to press the move button and the jump button at almost the same time. However, you must press move just before you press jump or you will either jump straight up or accidentally walk to either side (often resulting in your death).
Once the controls are mastered it doesn't take long to get past the first level. The second is where things get difficult. You have a time limit (which isn't displayed on screen) and the fireballs are very aggressive. They often refuse to move away from a rivet which can make it difficult to gain access to it to finish the game. Also, they can move up and down on the left or right edges of the screen in some areas where it is difficult to even see them.
Donkey Kong for the Coleco Tabletop is a pretty solid effort from Coleco. It translates the arcade game pretty well while maintaining the feel. However, I don't see any reason to play this in 2017. There are far better and easier to find ports out there of the original game so there isn't much reason to go back to this one. It does look pretty nice in a game room though if you're into that sort of thing.
Donkey Kong II (1983, Game & Watch)
Format: Game & Watch
Developer: Nintendo
Publisher: Nintendo
Release Date: March 7, 1983
Playtime: 3 minutes (played on easy (game A); unlocked Donkey Kong with all four keys and then played until I ran out of lives)
Donkey Kong II for the Game & Watch is based off of the Donkey Kong Jr. arcade game (but is not a port of it). After reviewing the first Donkey Kong Jr. Game & Watch game, this one is really refreshing. This new game is an amalgamation of three levels from the arcade game: the vines, Mario's hideout, and chains stages.
The game starts on the bottom screen as you must jump and hit the key (which makes it reappear on the top screen) and avoid snappers (small moving enemies). You climb up the vines on the right side of the screen. At this point you have to work your way up while avoiding electricity from above and below you. Once you work your way up to the top screen you have to avoid more snappers and hit the key a second time. It will land on one of the remaining locks. From there you have to climb up to it while avoid birds to unlock it. Unlike most games of this era, you actually have to work your way back down to the bottom to get the next key instead of respawning there.
This game is far easier than the Donkey Kong Jr. Game & Watch game and honestly is much more fun. It has more variety by having the different areas and while they are challenging enough, the game is never overwhelming. The animation is fluid enough for a Game & Watch game and the graphics are pretty decent. Out of the three Donkey Kong Game & Watch games I have played so far, this one is by far the best. If you're looking to play it you can track down an original. It is also included in Game & Watch Gallery 3 for Game Boy Color along with a remake.
Developer: Nintendo
Publisher: Nintendo
Release Date: March 7, 1983
Playtime: 3 minutes (played on easy (game A); unlocked Donkey Kong with all four keys and then played until I ran out of lives)
Donkey Kong II for the Game & Watch is based off of the Donkey Kong Jr. arcade game (but is not a port of it). After reviewing the first Donkey Kong Jr. Game & Watch game, this one is really refreshing. This new game is an amalgamation of three levels from the arcade game: the vines, Mario's hideout, and chains stages.
The game starts on the bottom screen as you must jump and hit the key (which makes it reappear on the top screen) and avoid snappers (small moving enemies). You climb up the vines on the right side of the screen. At this point you have to work your way up while avoiding electricity from above and below you. Once you work your way up to the top screen you have to avoid more snappers and hit the key a second time. It will land on one of the remaining locks. From there you have to climb up to it while avoid birds to unlock it. Unlike most games of this era, you actually have to work your way back down to the bottom to get the next key instead of respawning there.
This game is far easier than the Donkey Kong Jr. Game & Watch game and honestly is much more fun. It has more variety by having the different areas and while they are challenging enough, the game is never overwhelming. The animation is fluid enough for a Game & Watch game and the graphics are pretty decent. Out of the three Donkey Kong Game & Watch games I have played so far, this one is by far the best. If you're looking to play it you can track down an original. It is also included in Game & Watch Gallery 3 for Game Boy Color along with a remake.
Donkey Kong Jr. (1982, Game & Watch)
Format: Game & Watch
Developer: Nintendo
Publisher: Nintendo
Release Date: October 26, 1982
Playtime: 23 minutes (played on easy (game A); unlocked Donkey Kong with all four locks then played until I ran out of lives)
Donkey Kong Jr. for the Game & Watch is an exercise in frustration. Even though this is similar to the arcade game it is actually a new game rather than a port (hence why I'm reviewing it here). Just like the arcade game you play as Donkey Kong's son as you have to rescue your dad from Mario. In the game there are two types of enemies: snappers and nitpickers. The snappers come from Mario and move across the top before dropping down and moving along the bottom row of the screen. They come across the ground. The nitpickers are basically birds and come in waves from time to time. They cover the air in the bottom row and never go up to the top row.
The first thing that stood out to me was just how hard this game is. The snappers come in very quick succession and when they are dropping down from the top it is literally impossible to climb up. Due to this I often got stuck having to jump over six snappers in a row while waiting for an opening to climb to the upper level. In addition to jumping over them you can also jump onto a vine and wait on it for an opening. However, whenever the nitpickers would come I would almost always lose. I would have to get off of the vine to avoid the nitpickers but jumping down to the ground would cause me to land directly on a snapper which would make it impossible for me to survive.
Once you finally reach the top you can hit the fruit. If it hits an enemy you get a few bonus points. Nothing too special. At the top you have to jump and grab the key. This will automatically unlock one of the four locks and start you at the bottom again at a higher speed. Once you unlock all four then it shows a very short cutscene before looping over again. It honestly took me quite a while to figure out how to use the key. If you miss the jump to grab it then you lose a life and start at the bottom again. You have to position yourself to the right of the key then press up and jump at the same time when the key is to the left. It took me a while to figure this out.
Even more frustrating, this game is very glitchy. Multiple times the game locked up on me while waiting to jump for the key. My controls wouldn't work (so I couldn't move) and even though the game kept going the enemies would go right through me. This required me to reset the game which was really obnoxious as one or two times I was close to success. Most of the time success in this game is luck based as every once in a while you will get a decent opening with no snappers or nitpickers at which point I just made a run for it. I think I won mostly due to luck rather than actual skill.
In addition to tracking down an original Game & Watch (which are expensive) this game has been remade in Game & Watch Gallery 3 for Game Boy Color and Game & Watch Gallery 4 for Game Boy Advance. From what I can tell both the original version and remakes are included in these titles. Hopefully the remakes are better.
Overall, this is a really hard game. It is much harder than the previous Game & Watch game. Most of your gameplay is luck based as it is difficult to move without getting killed. Due to the game's high difficulty and it locking up on me a few times I would not recommend it. Game & Watch games have not aged particularly well and from what I can tell this is not one of the best. The visuals are good by Game & Watch standards but otherwise go play something else.
Developer: Nintendo
Publisher: Nintendo
Release Date: October 26, 1982
Playtime: 23 minutes (played on easy (game A); unlocked Donkey Kong with all four locks then played until I ran out of lives)
Donkey Kong Jr. for the Game & Watch is an exercise in frustration. Even though this is similar to the arcade game it is actually a new game rather than a port (hence why I'm reviewing it here). Just like the arcade game you play as Donkey Kong's son as you have to rescue your dad from Mario. In the game there are two types of enemies: snappers and nitpickers. The snappers come from Mario and move across the top before dropping down and moving along the bottom row of the screen. They come across the ground. The nitpickers are basically birds and come in waves from time to time. They cover the air in the bottom row and never go up to the top row.
The first thing that stood out to me was just how hard this game is. The snappers come in very quick succession and when they are dropping down from the top it is literally impossible to climb up. Due to this I often got stuck having to jump over six snappers in a row while waiting for an opening to climb to the upper level. In addition to jumping over them you can also jump onto a vine and wait on it for an opening. However, whenever the nitpickers would come I would almost always lose. I would have to get off of the vine to avoid the nitpickers but jumping down to the ground would cause me to land directly on a snapper which would make it impossible for me to survive.
Once you finally reach the top you can hit the fruit. If it hits an enemy you get a few bonus points. Nothing too special. At the top you have to jump and grab the key. This will automatically unlock one of the four locks and start you at the bottom again at a higher speed. Once you unlock all four then it shows a very short cutscene before looping over again. It honestly took me quite a while to figure out how to use the key. If you miss the jump to grab it then you lose a life and start at the bottom again. You have to position yourself to the right of the key then press up and jump at the same time when the key is to the left. It took me a while to figure this out.
Even more frustrating, this game is very glitchy. Multiple times the game locked up on me while waiting to jump for the key. My controls wouldn't work (so I couldn't move) and even though the game kept going the enemies would go right through me. This required me to reset the game which was really obnoxious as one or two times I was close to success. Most of the time success in this game is luck based as every once in a while you will get a decent opening with no snappers or nitpickers at which point I just made a run for it. I think I won mostly due to luck rather than actual skill.
In addition to tracking down an original Game & Watch (which are expensive) this game has been remade in Game & Watch Gallery 3 for Game Boy Color and Game & Watch Gallery 4 for Game Boy Advance. From what I can tell both the original version and remakes are included in these titles. Hopefully the remakes are better.
Overall, this is a really hard game. It is much harder than the previous Game & Watch game. Most of your gameplay is luck based as it is difficult to move without getting killed. Due to the game's high difficulty and it locking up on me a few times I would not recommend it. Game & Watch games have not aged particularly well and from what I can tell this is not one of the best. The visuals are good by Game & Watch standards but otherwise go play something else.
Review List
NOTE: This is a continually updating list of everything that I've reviewed in alphabetical order.
Film
Movies
Short Films
Television
Literature
Comic Books
Video Games
Film
Movies
- La La Land (2016)
- Psycho (1960)
- Psycho II (1983)
- Underworld (2003) (unrated extended cut)
- Underworld: Evolution (2006)
Short Films
- Saw (2003)
- Within the Woods (1978)
Television
- Battletoads (1992)
Literature
Comic Books
- Contemporary Motivators: Star Wars (1978)
- Pizzazz (1977-1978)
- Star Wars (Marvel Comics, Vol. 1) (1977-1986)
- Star Wars (Marvel UK) (1978-1986)
Video Games
- Assassin's Creed (2007, Xbox 360)
- Donkey Kong (1981, Arcade) (Japanese version)
- Donkey Kong (Coleco Tabletop)
- Donkey Kong (Intellivision)
- Donkey Kong (1982, Game & Watch)
- Donkey Kong II (1983, Game & Watch)
- Donkey Kong Jr. (1982, Arcade) (Japanese version)
- Donkey Kong Jr. (1982, Game & Watch)
- Donkey Kong Jr. (1983, Game & Watch/Coleco Tabletop)
- The Elder Scrolls: Arena (1994, DOS) (CD version)
- Green House (1982, Game & Watch)
Donkey Kong Jr. (1982, Arcade) (Japanese version)
Format: Arcade
Developer: Nintendo Research & Development 1
Publisher: Nintendo
Release Date: August 1, 1982
Playtime: 21 minutes (easiest DIP switch settings; played through all four levels and then played until I ran out of lives)
After the success of the original Donkey Kong came its sequel: Donkey Kong Jr. which mixed it up quite a bit. In this one the roles are basically reversed. Mario has captured Donkey Kong (likely due to the events of the first game) so you play as Donkey Kong's son as you must rescue your father. This is a rare instance of Mario actually being an antagonist in a video game.
Donkey Kong Jr. controls very differently from Mario in the first game. A lot of what you end up doing is climbing vines. You can climb up a single vine which is slow, or grab onto two vines at once. This allows you to move up faster but also makes you vulnerable to any potentials threats from either vine. When climbing down you do so faster on a single vine. Also, there are fruits which often hang on these vines. Touching a fruit will grant you extra points and if it falls and hits an opponent then they are defeated.
The game is broken up into four levels. In the first you have to climb across a lot of vines and jump across some platforms while avoiding various enemies and water to get to the top. This level can be difficult because you never know when an enemy is going to climb down a vine straight for you. In level two there are birds which fly across the screen at varying heights which can also drop eggs down below onto you. In this you have to ride along different vines and dodge the birds. There is also a trampoline at the bottom which can be used as a shortcut.
The third level is an electric one. Two types of electricity move across the level in different directions. You have to go from left to right, then right to left as you work your way up while dodging the electricity. In the final level you have to get keys and push them up vines to the very top. If you push all of the keys to the top then you win (and the game loops). While doing this you have enemies climbing down the vines plus birds moving at different heights. I found it best to get the keys on the far left and right sides first as they are the most difficult.
When it comes to home ports there are many options. The Atari 2600 version features all but the springboard stage. Three separate screens for a 2600 game is impressive. The Colecovision version has all but Mario's hideout (the electric stage). This version is again the best from that generation with some impressive graphics. The Intellivision version is botched again with bad graphics and awkward controls. It features all but Mario's hideout stage.
The Atari 7800 version features all four stages and has some surprisingly decent graphics. A good port. Then there is the NES version which is the best console port. All four stages and arcade accurate graphics. It is also available in the Donkey Kong Classics combo cartridge along with the NES version of the first game. This version also had a straight port to the e-reader (an accessory for the Game Boy Advance).
There aren't many computer ports this time around. The Atari 8-bit version has all four stages and okay graphics for the time. About on par with the Atari 7800. There seem to also be ports for the BBC Micro but I can't find any information on it. It at least has the first two levels but I don't know about beyond that. Lastly is a port for the Coleco Adam computer which I don't have information about but I would guess is a straight port of the Colecovision version.
While Donkey Kong Jr. is a fun game it isn't as good as the original. The gameplay feels mildly more sluggish and your characters reaction speed isn't the best. Even so, it is a fun game. Just like the original arcade game there is no way to get the arcade version except an actual machine unfortunately. Plus the Japanese version is again better. The American version requires you to replay various levels before it gives you access to all four levels while the Japanese versions simply plays through all four straight from the start. If you want to see the whole game go with the Japanese version. So if you liked the original then try this one too. If you can't find a way to play the arcade version then I'd recommend the NES port.
Developer: Nintendo Research & Development 1
Publisher: Nintendo
Release Date: August 1, 1982
Playtime: 21 minutes (easiest DIP switch settings; played through all four levels and then played until I ran out of lives)
After the success of the original Donkey Kong came its sequel: Donkey Kong Jr. which mixed it up quite a bit. In this one the roles are basically reversed. Mario has captured Donkey Kong (likely due to the events of the first game) so you play as Donkey Kong's son as you must rescue your father. This is a rare instance of Mario actually being an antagonist in a video game.
Donkey Kong Jr. controls very differently from Mario in the first game. A lot of what you end up doing is climbing vines. You can climb up a single vine which is slow, or grab onto two vines at once. This allows you to move up faster but also makes you vulnerable to any potentials threats from either vine. When climbing down you do so faster on a single vine. Also, there are fruits which often hang on these vines. Touching a fruit will grant you extra points and if it falls and hits an opponent then they are defeated.
The game is broken up into four levels. In the first you have to climb across a lot of vines and jump across some platforms while avoiding various enemies and water to get to the top. This level can be difficult because you never know when an enemy is going to climb down a vine straight for you. In level two there are birds which fly across the screen at varying heights which can also drop eggs down below onto you. In this you have to ride along different vines and dodge the birds. There is also a trampoline at the bottom which can be used as a shortcut.
The third level is an electric one. Two types of electricity move across the level in different directions. You have to go from left to right, then right to left as you work your way up while dodging the electricity. In the final level you have to get keys and push them up vines to the very top. If you push all of the keys to the top then you win (and the game loops). While doing this you have enemies climbing down the vines plus birds moving at different heights. I found it best to get the keys on the far left and right sides first as they are the most difficult.
When it comes to home ports there are many options. The Atari 2600 version features all but the springboard stage. Three separate screens for a 2600 game is impressive. The Colecovision version has all but Mario's hideout (the electric stage). This version is again the best from that generation with some impressive graphics. The Intellivision version is botched again with bad graphics and awkward controls. It features all but Mario's hideout stage.
The Atari 7800 version features all four stages and has some surprisingly decent graphics. A good port. Then there is the NES version which is the best console port. All four stages and arcade accurate graphics. It is also available in the Donkey Kong Classics combo cartridge along with the NES version of the first game. This version also had a straight port to the e-reader (an accessory for the Game Boy Advance).
There aren't many computer ports this time around. The Atari 8-bit version has all four stages and okay graphics for the time. About on par with the Atari 7800. There seem to also be ports for the BBC Micro but I can't find any information on it. It at least has the first two levels but I don't know about beyond that. Lastly is a port for the Coleco Adam computer which I don't have information about but I would guess is a straight port of the Colecovision version.
While Donkey Kong Jr. is a fun game it isn't as good as the original. The gameplay feels mildly more sluggish and your characters reaction speed isn't the best. Even so, it is a fun game. Just like the original arcade game there is no way to get the arcade version except an actual machine unfortunately. Plus the Japanese version is again better. The American version requires you to replay various levels before it gives you access to all four levels while the Japanese versions simply plays through all four straight from the start. If you want to see the whole game go with the Japanese version. So if you liked the original then try this one too. If you can't find a way to play the arcade version then I'd recommend the NES port.
Monday, January 23, 2017
Donkey Kong (1982, Game & Watch)
Format: Game & Watch
Developer: Nintendo Research & Development 1
Publisher: Nintendo
Release Date: June 3, 1982
Playtime: 5 minutes (played in easier difficulty (game A); played until I successfully cleared the screen and then until I ran out of lives)
Originally I just assumed that Donkey Kong for the Game & Watch was just a port of the arcade game. However, in simplifying the game down to its simplest form the developers really made a new game. For those who aren't familiar, the Game & Watch were essentially LCD games released in the 1980s by Nintendo which were popular in the era before the original Game Boy.
Basically you have to jump over barrels as you work your way to the upper screen. Once up there you have to flip the switch which turns on the hook to the right. If you successfully swing across the hook before it stops again then you clear the screen and it starts over at a higher difficulty. The game is very simple as you'd expect from an LCD game. Jumping over the barrels however is much harder here because there are many things or platforms above you which stop you from jumping. Due to this you are stuck standing in a clearing and waiting for the barrels to come to you then waiting for an opening to run for it.
This game is pretty good by Game & Watch standards but it is pretty difficult and honestly it is pretty pointless in 2017. Unless you are going after it as a collectable I cannot really recommend it. In addition to tracking down the original Game & Watch the game is also included in Game & Watch Gallery 2 for the Game Boy or Game Boy Color. I wouldn't recommend this version though as it is taking a dual screen game and putting it onto a single screen which looks awkward. It is also in Game & Watch Gallery 4 for Game Boy Advance which is a more accurate port but has the same issue with the screens. The best way to play is the Game & Watch Collection for the Nintendo DS. In addition, the game has been remade twice (in each of the Game & Watch Gallery collections for the Game Boy) which I will cover at some later date.
Developer: Nintendo Research & Development 1
Publisher: Nintendo
Release Date: June 3, 1982
Playtime: 5 minutes (played in easier difficulty (game A); played until I successfully cleared the screen and then until I ran out of lives)
Originally I just assumed that Donkey Kong for the Game & Watch was just a port of the arcade game. However, in simplifying the game down to its simplest form the developers really made a new game. For those who aren't familiar, the Game & Watch were essentially LCD games released in the 1980s by Nintendo which were popular in the era before the original Game Boy.
Basically you have to jump over barrels as you work your way to the upper screen. Once up there you have to flip the switch which turns on the hook to the right. If you successfully swing across the hook before it stops again then you clear the screen and it starts over at a higher difficulty. The game is very simple as you'd expect from an LCD game. Jumping over the barrels however is much harder here because there are many things or platforms above you which stop you from jumping. Due to this you are stuck standing in a clearing and waiting for the barrels to come to you then waiting for an opening to run for it.
This game is pretty good by Game & Watch standards but it is pretty difficult and honestly it is pretty pointless in 2017. Unless you are going after it as a collectable I cannot really recommend it. In addition to tracking down the original Game & Watch the game is also included in Game & Watch Gallery 2 for the Game Boy or Game Boy Color. I wouldn't recommend this version though as it is taking a dual screen game and putting it onto a single screen which looks awkward. It is also in Game & Watch Gallery 4 for Game Boy Advance which is a more accurate port but has the same issue with the screens. The best way to play is the Game & Watch Collection for the Nintendo DS. In addition, the game has been remade twice (in each of the Game & Watch Gallery collections for the Game Boy) which I will cover at some later date.
Donkey Kong (1981, Intellivision)
Format: Intellivision
Developer: Nintendo Research & Development 1 (port developed by Coleco)
Publisher: Nintendo (port published by Coleco)
Release Date: July 9, 1981 (port released March 3, 1982)
Playtime: 6 minutes (played through both levels and then played until I ran out of lives on difficulty 1)
EDIT (1/24/2017): I originally decided to go through and review all of the ports for this game. However, in hindsight I feel like this is kind of pointless reviewing about a dozen versions of the same game. I have gone back and edited the original arcade review to add information on each of the ports which thus makes this review kind of pointless. I am keeping it up just for the sake of it but please keep that in mind.
Donkey Kong is a great arcade game. Naturally, I thought I would explore some of its ports that have been released over the years. From what I can tell, the first was released for the Intellivision back in 1982. This is honestly one of the worst video game ports I have seen. The graphics hardly resemble the original at all. Donkey Kong has been turned into a big green blob with two eye holes. Mario doesn't even look like Mario at all but rather a man in blue overalls.
This version only features two of the original arcade versions four levels. Here we have the first level with the barrels that come down, and the fourth level where you must go over all of the rivets. The pie factory and platform jumping levels have been removed from this version. The controls feel sluggish and jumping has a significant delay. When you do jump it is almost entirely vertical which makes it difficult to jump over barrels or do anything useful.
Clearly Coleco put all of their effort into their version for the Colecovision. Even though Donkey Kong is an excellent game, stay far away from this port. It is a horrible representation of the original and supposedly this cartridge doesn't even work on the Intellivision II. Other than tracking down the original cartridge, there is no way to get a hold of this version. But don't bother.
Developer: Nintendo Research & Development 1 (port developed by Coleco)
Publisher: Nintendo (port published by Coleco)
Release Date: July 9, 1981 (port released March 3, 1982)
Playtime: 6 minutes (played through both levels and then played until I ran out of lives on difficulty 1)
EDIT (1/24/2017): I originally decided to go through and review all of the ports for this game. However, in hindsight I feel like this is kind of pointless reviewing about a dozen versions of the same game. I have gone back and edited the original arcade review to add information on each of the ports which thus makes this review kind of pointless. I am keeping it up just for the sake of it but please keep that in mind.
Donkey Kong is a great arcade game. Naturally, I thought I would explore some of its ports that have been released over the years. From what I can tell, the first was released for the Intellivision back in 1982. This is honestly one of the worst video game ports I have seen. The graphics hardly resemble the original at all. Donkey Kong has been turned into a big green blob with two eye holes. Mario doesn't even look like Mario at all but rather a man in blue overalls.
This version only features two of the original arcade versions four levels. Here we have the first level with the barrels that come down, and the fourth level where you must go over all of the rivets. The pie factory and platform jumping levels have been removed from this version. The controls feel sluggish and jumping has a significant delay. When you do jump it is almost entirely vertical which makes it difficult to jump over barrels or do anything useful.
Clearly Coleco put all of their effort into their version for the Colecovision. Even though Donkey Kong is an excellent game, stay far away from this port. It is a horrible representation of the original and supposedly this cartridge doesn't even work on the Intellivision II. Other than tracking down the original cartridge, there is no way to get a hold of this version. But don't bother.
Donkey Kong (1981, Arcade) (Japanese version)
Format: Arcade
Developer: Nintendo Research & Development 1
Publisher: Nintendo
Release Date: July 9, 1981
Playtime: 17 minutes (DIP switches set to easiest settings; completed all four levels to see ending then played until I ran out of lives)
Both the Mario and Donkey Kong series began here with the original Donkey Kong arcade game. In it you play as Mario as you must rescue your girlfriend Pauline from a giant ape named Donkey Kong. This is an early example of the platformer genre as you are jumping over obstacles and from platform to platform.
The game is made up of four levels. In the first level Donkey Kong throws barrels when roll down toward you. You can either jump over the barrels for points or grab the hammer power up and smash them. The hammer only lasts for a few seconds and is your only way to defend yourself. However, you are unable to climb ladders while using it so it often ends in standing around waiting for it to wear off. This level can be difficult because the barrels will either roll all the way to the end of a row or they will roll down any ladder at random. Due to the randomness it is difficult to know when to climb a ladder and take that risk.
The second level is known as the pie factory. Here there are many conveyor belts which make it difficult to move and some fireballs which go after you. Third is a level with many moving platforms. You have to use them as elevators. Oddly enough you cannot touch the floor or even fall a very small distance without dying. I wish there wasn't a floor at the bottom so that it would be more obvious that you can't land there. In the final level you must avoid the fireballs while walking over all of the rivets to cause Donkey Kong to fall to his defeat. From there the game loops infinitely with increasingly difficulty.
The platforming here is a lot of fun and is well done for the time. The randomness in the game allows for more replayability. My only real complaint is that you can't fall more than a few inches without dying and that there is no indication of when a barrel is going to roll down a ladder in the first level. Other than that it is an excellent game and a classic for the time. It even has cutscenes which were a rarity in video games in the early 1980s.
Compared to the many video game ports that game later, this original arcade version is the way to go. Unfortunately there is no official way to get the arcade game so beyond unofficial emulation you're going to have to track down an arcade machine or play one of the inferior ports. The closest thing that there is is that the arcade game appears as a mini-game with Donkey Kong 64. Even among the arcade there are two versions. In the original Japanese version it goes through all four levels and then loops.
However, in the U.S. version it goes levels one and two, then loops back and goes one, two, three, then loops back and goes through all four. So essentially to even see level four you have to play through nine levels with increasing difficulty which is difficult to do. So basically the Japanese version is easier and allows you to see the other levels much sooner. If you have access to it definitely go with that version.
EDIT (1/24/2017): I have decided that reviewing each of the individual ports is pretty pointless as I've already covered the game. Instead, I am talking about each one briefly below.
Outside of the arcade version the game was ported to a ton of systems with varying results. The Atari 2600 version has only the ramp and rivet levels. The gameplay is good on this port but the graphics are toned down a lot for the system. The Intellivision version is a horrible port with a big green blob for Donkey Kong and slow and unresponsive controls. It also only has the ramp and rivet levels. The Colecovision fared the best from that generation as it has some impressive graphics for the time. It has three of the four levels (although in a different order): ramp, rivet, and then elevator. The Coleco Adam computer also got an identical version but with the conveyor belt stage put back in and the ability to save your score.
In the next generation of systems the Atari 7800 version has some decent graphics and all but the conveyor belt stage. From what I've heard the music sounds off though. The NES version on the other hand is one of the more accurate ports of the game. It has (again) all but the conveyor belt stage. It has accurate gameplay and graphics and is even available in a compilation cartridge titled Donkey Kong Classics which also includes Donkey Kong Jr. This NES version had a straight port to the Game Boy Advance and e-reader as part of the "Classic NES Series". The Super Mario Bros. 25th Anniversary red Wii also came preloaded with the NES rom along with the conveyor belt stage added back in.
Moving away from consoles, the Atari 8-Bit version features all four levels. The graphics look good except that Mario looks kind of like a dwarf. The Commodore 64 got two versions. One in the U.S. by Atarisoft and one in Europe by Ocean. Both of them look really accurate for the system and include all four levels. The European Ocean version is slightly better though. The Commodore VIC-20 also has a port which surprisingly includes all four stages. The graphics look decent by VIC-20 standards although I see no reason to play this version today. Next up is the TI-99/4A version. This version is similar to the American Commodore 64 version with all four levels and decent graphics.
The Apple II version is very rough. It was a decent attempt for the computer but the graphics look weird as the creators had to resort to dithering to get the colors even close to right. Again, all four levels are included. The final official version is the Amstrad CPC version which is the same as the European Commodore 64 version but with a better color palette. This makes it the best home port if you have to choose one. Lastly, there is an unofficial port for the TRS-80 Color Computer titled Donkey King. All four levels are included and the graphics are decent. The game was also has a port for the Coleco tabletop. This is a sort of portable LCD arcade machine. It is a pretty rough port to play today and I wouldn't recommend it (except as a collector's item).
Overall, Donkey Kong is a great arcade game that I think is still worth playing even today. The gameplay is fun even with a few flaws. If you can't get a hold of the arcade version then any of the ports (other than Intellivision) should do fine although my personal recommendations are either the NES or Amstrad CPC versions.
Developer: Nintendo Research & Development 1
Publisher: Nintendo
Release Date: July 9, 1981
Playtime: 17 minutes (DIP switches set to easiest settings; completed all four levels to see ending then played until I ran out of lives)
Both the Mario and Donkey Kong series began here with the original Donkey Kong arcade game. In it you play as Mario as you must rescue your girlfriend Pauline from a giant ape named Donkey Kong. This is an early example of the platformer genre as you are jumping over obstacles and from platform to platform.
The game is made up of four levels. In the first level Donkey Kong throws barrels when roll down toward you. You can either jump over the barrels for points or grab the hammer power up and smash them. The hammer only lasts for a few seconds and is your only way to defend yourself. However, you are unable to climb ladders while using it so it often ends in standing around waiting for it to wear off. This level can be difficult because the barrels will either roll all the way to the end of a row or they will roll down any ladder at random. Due to the randomness it is difficult to know when to climb a ladder and take that risk.
The second level is known as the pie factory. Here there are many conveyor belts which make it difficult to move and some fireballs which go after you. Third is a level with many moving platforms. You have to use them as elevators. Oddly enough you cannot touch the floor or even fall a very small distance without dying. I wish there wasn't a floor at the bottom so that it would be more obvious that you can't land there. In the final level you must avoid the fireballs while walking over all of the rivets to cause Donkey Kong to fall to his defeat. From there the game loops infinitely with increasingly difficulty.
Compared to the many video game ports that game later, this original arcade version is the way to go. Unfortunately there is no official way to get the arcade game so beyond unofficial emulation you're going to have to track down an arcade machine or play one of the inferior ports. The closest thing that there is is that the arcade game appears as a mini-game with Donkey Kong 64. Even among the arcade there are two versions. In the original Japanese version it goes through all four levels and then loops.
However, in the U.S. version it goes levels one and two, then loops back and goes one, two, three, then loops back and goes through all four. So essentially to even see level four you have to play through nine levels with increasing difficulty which is difficult to do. So basically the Japanese version is easier and allows you to see the other levels much sooner. If you have access to it definitely go with that version.
EDIT (1/24/2017): I have decided that reviewing each of the individual ports is pretty pointless as I've already covered the game. Instead, I am talking about each one briefly below.
Outside of the arcade version the game was ported to a ton of systems with varying results. The Atari 2600 version has only the ramp and rivet levels. The gameplay is good on this port but the graphics are toned down a lot for the system. The Intellivision version is a horrible port with a big green blob for Donkey Kong and slow and unresponsive controls. It also only has the ramp and rivet levels. The Colecovision fared the best from that generation as it has some impressive graphics for the time. It has three of the four levels (although in a different order): ramp, rivet, and then elevator. The Coleco Adam computer also got an identical version but with the conveyor belt stage put back in and the ability to save your score.
In the next generation of systems the Atari 7800 version has some decent graphics and all but the conveyor belt stage. From what I've heard the music sounds off though. The NES version on the other hand is one of the more accurate ports of the game. It has (again) all but the conveyor belt stage. It has accurate gameplay and graphics and is even available in a compilation cartridge titled Donkey Kong Classics which also includes Donkey Kong Jr. This NES version had a straight port to the Game Boy Advance and e-reader as part of the "Classic NES Series". The Super Mario Bros. 25th Anniversary red Wii also came preloaded with the NES rom along with the conveyor belt stage added back in.
Moving away from consoles, the Atari 8-Bit version features all four levels. The graphics look good except that Mario looks kind of like a dwarf. The Commodore 64 got two versions. One in the U.S. by Atarisoft and one in Europe by Ocean. Both of them look really accurate for the system and include all four levels. The European Ocean version is slightly better though. The Commodore VIC-20 also has a port which surprisingly includes all four stages. The graphics look decent by VIC-20 standards although I see no reason to play this version today. Next up is the TI-99/4A version. This version is similar to the American Commodore 64 version with all four levels and decent graphics.
The Apple II version is very rough. It was a decent attempt for the computer but the graphics look weird as the creators had to resort to dithering to get the colors even close to right. Again, all four levels are included. The final official version is the Amstrad CPC version which is the same as the European Commodore 64 version but with a better color palette. This makes it the best home port if you have to choose one. Lastly, there is an unofficial port for the TRS-80 Color Computer titled Donkey King. All four levels are included and the graphics are decent. The game was also has a port for the Coleco tabletop. This is a sort of portable LCD arcade machine. It is a pretty rough port to play today and I wouldn't recommend it (except as a collector's item).
Overall, Donkey Kong is a great arcade game that I think is still worth playing even today. The gameplay is fun even with a few flaws. If you can't get a hold of the arcade version then any of the ports (other than Intellivision) should do fine although my personal recommendations are either the NES or Amstrad CPC versions.
Assassin's Creed (2007, Xbox 360)
Format: Xbox 360
Developer: Ubisoft Montreal
Publisher: Ubisoft
Release Date: November 13, 2007
Playtime: 31 hours, 40 minutes (finished game, completed all side missions, did all viewpoints, did all save citizen missions, collected all flags, killed all templars, and earned all achievements)
My best friend Dylan is a huge fan of the Assassin's Creed series. Back when the first game came out I told him I would play through it. It took almost ten years, but I finally did it. This first game takes place in the (then) near future year of 2012. A bartender named Desmond Miles is kidnapped by the company Abstergo Industries, a giant pharmaceutical corporation which seems to be the equivalent of the Illuminati. Dr. Warren Vidic and his assistant Lucy force Desmond to use a machine called the Animus. Desmond has to figure out what Abstergo wants within his memories and how he is going to survive. This machine causes the user to relive the past memories of ancestors. In this case, Desmond's ancestor Altair. Altair was an assassin in the year 1191 during the Third Crusade.
At the beginning, Altair and two other assassins attempt to kill a man named Robert and retrieve the Ark of the Covenant. Altair breaks multiple rules of the assassins and fails the mission due to his arrogance. One of the other assassins is killed and the other loses an arm. However, the other surviving assassin still manages to retrieve the Ark (although Robert escapes). Al Mualim, the leader of the assassins, demotes Altair and takes away many of the his weapons due to his arrogance. From there Altair is instructed to assassinate nine targets to slowly regain his ranks and his honor. Along the way Altair soon learns that things are not as they seem. Altair has to get to the bottom of it and figure out what to do from there.
I enjoy the plot. The story in the Third Crusade has a lot going on and while at first it feels like a bunch of unrelated events it slowly starts to connect and come together. The modern day story is interesting as well and does eventually connect with the story in the past. While I do like the "real world" parts they unfortunately feel like they break up the action as after every few story missions the game suddenly pulls you out of the Animus. This makes the pacing feel somewhat uneven even if it does service the plot.
The game is broken up into a few distinct areas. There is Masyaf, the assassin's capital. It is a relatively small area of the game and mostly serves as an area for story purposes as you regular go back to talk to Al Mualim. Next is the Kingdom which is the largest area in the game. It is basically a large open area which connects all of the cities in the game. Horses are available here to ride to cross the territory faster. Lastly, there are three cities: Damascus, Acre, and Jerusalem. Each of these cities are broken up into three districts which are unlocked as the story progresses. At first you have to travel from point to point manually but about halfway into the game you become able to fast travel instead of having to go through the Kingdom to get to each city.
The game originally started as a Prince of Persia game before becoming its own IP. Some of the climbing and historical aspects of that series carry over here but for the most part it feels like its own series. 99% of your playtime will be inside the Animus with the "real world" parts basically just functioning as a framing narrative. Basically the gameplay is a combination of three elements: stealth, parkour, and combat.
Each of the areas in the game are filled with guards. As you move around the game you can draw attention of these guards. Sprinting, climbing, going to a restricted area (like a rooftop), or running into guards will set them off and make them come after you. From here you can either fight them all off in combat or run away and hide by either sitting on a bench, hiding in some hay, blending in with a group of scholars, etc. You have a marker which determines how much the guards see you. White means no one sees you, yellow means they are onto you, and red means they are suspicious. Once they are actually hunting you down it turns fully red. This is where the stealth elements comes into play. I have mixed feelings about the stealth elements.
On the one hand, I like the way it is designed and for the most part it works well. It is fun trying to sneak around and things like that. However, my big complaint here is that I feel like it is far too easy to set off the guards. Often I will be walking through the city and simply walking by a group of guards will put the city on alert. This makes travelling around the game far less enjoyable when I am constantly having to fight off guards. Hopefully in the future games they make it a little bit more difficult to set them off. One part that is a complete pain in the ass is that there are mentally disabled people in the game. These people will push you whenever you walk by. You cannot retaliate or kill them as they count as civilians so you lose health for doing so. They are very common and in one case I was working on a main quest and one of them pushed me into a group of guards which ruined my stealth and caused me to fight to about twenty guards.
For the most part the parkour elements are pretty solid. While sprinting you will automatically jump across gaps in front of you or grab onto objects and start climbing. Almost everything in the game is climbable and it comes pretty naturally after a while. The controls take a little getting used to. There was quite a few times where I was high up on a building and then Altair jumped off of it (to his death) instead of climbing higher as I intended. This wasn't a super common occurrence but it wasn't exactly rare either.
I am happy with the combat in this game. It feels similar to the later released Batman: Arkham series. In the game you have a short blade. You can walk upon behind an enemy and stealthily stab them in the back to avoid drawing attention to yourself. Most of the time combat will be done with your sword. You can block attacks as well as attack (of course). There are a couple of different moves in the game such as countering. Countering is when the enemy starts to attack you press the attack button instead which will either result in knocking the enemy to the ground of killing them. Lastly there are throwing stars. These do an instant kill and act as a ranged weapon. However, you have a limited amount and must pick pocket them off of civilians to get more.
There are also combo kills which are much harder to pull off. If you press the attack button the second your sword makes contact with the enemy then you will do an instant kill. In addition to these moves there are dodge moves and things like that. The combat is enjoyable although I found that I relied very heavily on counter attacks because trying to pull of combo kills often resulted in the enemy using a counter attack on me.
The graphics and sound within the game are very well done. For 2007 it is some of the best graphics I have seen. The number of people on screen is extremely impressive and the draw distance goes very far. The sound fits very well with the setting. My only complaint is that whenever your sneak bar is yellow (telling you to hide) it beeps incessantly which is obnoxious.
The game itself is broken up into "memories". Al Mualim assigns one to three assassinations that you must complete. With each assassination comes a district in one of the cities which is opened up to explore. When you enter a district you have to find tall buildings known as viewpoints. Climbing to the top of these and pressing the sync button reveals more of the map. Often it ends up being necessary to go to all of the viewpoints in a district to make the map usable. At this point there are six side missions to complete within a district. Before you are allowed to move onto the actual assassination you must complete two (later three) of the six side missions within a district (although the game will let you do all six if you want).
These side missions can get monotonous as there is not a very large amount of variety. There are basically five types of side missions. Eavesdropping is definitely the easiest as you just have to sit on a nearby bench and listen into a conversation. Then there is pick pocketing which requires you to follow a target and take an item from them without them noticing. Next is interrogation. In these you must find a target and follow them into an alleyway where you fight them with your fists until they give you information.
Last is the informant. The informant can give you two types of missions. First is flag collecting. In these you have a time limit to run through a small space and pick up a lot of flags (about twenty). On the internet a lot of people seem to say these are difficult but I had no trouble with them. The informant may also assign assassinations. In these you must assassinate one to five targets without alerting the guards (and in the later ones you also have a time limit). This is probably the most difficult because it is very easy to set off the guards which will automatically end the mission and make you start again.
While that sounds like a decent amount of variety, it really isn't. If you do all of the side missions you will do each of these about ten times (give or take). After completing the minimum number of side quests you can start the main assassination. These usually have a cutscene and then you have to kill the target. The game gives you a lot of freedom in how you achieve this. Stealthily is the best way, but often I got caught so I ended up having to win with pure combat (which also works). After that you have to get back to the assassin's bureau with the city on high alert, then do it all over again. There are a total of nine of these main assassinations which must be completed.
The main missions are definitely the best part of the game. Doing only the bare minimum amount to complete the game, I'd guess that it would take about ten hours. It is the side content that adds another twenty or so hours to the game. In addition to the viewpoints and side missions (which are technically side content but it would be very difficult to make progress without them) there are also save citizens. In every district there are a handful of citizens that get hassled by a group of guards. You have to kill all of the guards and talk to the civilian to complete it. Side missions, viewpoints, and save citizens will appear on your map which makes them easy to find.
What doesn't appear on your map are the collectables. First are Templars. There are sixty Templars hidden throughout the game which must be found and killed in combat. These are probably the hardest opponents in the game so it is best to kill them stealthily if possible (although most of the time they are in a corner which makes it difficult) or at the very least fighting them one on one with no guards around. Second are flags. Flag collecting takes up a very large amount of time within the game as there are a whopping four-hundred-twenty flags! Since they don't appear on your map it is practically required that you use the internet to keep track so you don't end up wandering around a city or the kingdom for hours on end looking for flags. These collectables take up a large amount of time and honestly are not very enjoyable to complete. It is incredibly tedious.
Completing this game took a lot of planning. There are multiple achievements in the game which are "missable", meaning that if you don't do it right then you have to restart the entire game to get another shot at it. As long as you pay attention they aren't very difficult though. These achievements are ones like "get 85% of glitches". In that case the screen will flicker during a cutscene and you have to press a button to change the camera angle (this is a "glitch"). Another is that you have to exhaust every dialogue with Lucy whenever you get out of the Animus. Again, not hard to do but easy to forget and mess up.
Beyond that were a few grinding kinds of achievements. The harder ones were to kill one-hundred guards in a single life, survive ten straight minutes in a single battle, and get fifty combo kills. Other than paying attention to the achievements I made sure to do all of the side content as soon as it was available. Most of the side content was enjoyable but keeping track of and collecting all of the flags took a long time and wasn't very much fun. The best part of the game was definitely the main story assassinations.
There are three versions of this game available. Usually from this generation I gravitate toward the PlayStation 3. However, in this case the PlayStation 3 and Xbox 360 versions are the same except that the 360 version has achievements while the PS3 version was released before trophies existed (which is why I played the 360 version). One year after the consoles versions came a PC release. This version is called the "director's cut" because it adds more mission types to counter complaints of the game's monotony. However, the PC version has no form of achievement support. Due to this, I played the 360 version but later down the line will be giving the game a second playthrough for PC to see this extra content. Hopefully a remaster will be released at some point which has trophy/achievement support as well as these extra missions from the PC version.
Overall, I mostly had a positive experience with Assassin's Creed. The gameplay is a lot of fun and was very enjoyable. It took a little while to get a hang of the controls and combat but once I did it worked well. It was too easy to get spotted by guards and sometimes I would unintentionally jump off of walls due to the controls so there is still some room for improvement. I would recommend playing through this game at least once although I wouldn't recommend going for 100% completion as it added about twenty hours to the playtime which mostly consisted of monotonous and tedious item collecting. The story starts off slow but slowly gets more complex and more interesting as it goes along, eventually ending in a cliffhanger. If you like what you hear and still haven't given this series a try then this isn't a bad place to start.
Spoilers
The storyline for this game really threw me for a loop. At first the nine assassination targets seemed independent and disconnected but I liked the reveal that they are all secretly Templars. This played into the politics of the Crusaders versus the Saracens which reminded me a lot of one of the campaigns in Age of Empires II. At the end I liked the way it all came together and the reveal that Al Mualim was behind it all. While the Apple was kind of a McGuffin it got the plot going and hopefully will be less generic in future titles.
I felt like the "real world" part of the game didn't go too far except for setting up future installments. I highly recommend talking to Lucy whenever possible as it significantly fleshes out this area. I got a big Illuminati vibe from Abstergo and have no idea how Desmond is going to get out of the situation he is in at the end of the game. Honestly, I didn't like that the game ended on a cliffhanger. Ubisoft couldn't have known that the game was going to be successful so ending it on a cliffhanger could easily have left the storyline unresolved if a sequel never happened. I am fine with cliffhangers in sequels but not in the first title within a series.
Developer: Ubisoft Montreal
Publisher: Ubisoft
Release Date: November 13, 2007
Playtime: 31 hours, 40 minutes (finished game, completed all side missions, did all viewpoints, did all save citizen missions, collected all flags, killed all templars, and earned all achievements)
My best friend Dylan is a huge fan of the Assassin's Creed series. Back when the first game came out I told him I would play through it. It took almost ten years, but I finally did it. This first game takes place in the (then) near future year of 2012. A bartender named Desmond Miles is kidnapped by the company Abstergo Industries, a giant pharmaceutical corporation which seems to be the equivalent of the Illuminati. Dr. Warren Vidic and his assistant Lucy force Desmond to use a machine called the Animus. Desmond has to figure out what Abstergo wants within his memories and how he is going to survive. This machine causes the user to relive the past memories of ancestors. In this case, Desmond's ancestor Altair. Altair was an assassin in the year 1191 during the Third Crusade.
At the beginning, Altair and two other assassins attempt to kill a man named Robert and retrieve the Ark of the Covenant. Altair breaks multiple rules of the assassins and fails the mission due to his arrogance. One of the other assassins is killed and the other loses an arm. However, the other surviving assassin still manages to retrieve the Ark (although Robert escapes). Al Mualim, the leader of the assassins, demotes Altair and takes away many of the his weapons due to his arrogance. From there Altair is instructed to assassinate nine targets to slowly regain his ranks and his honor. Along the way Altair soon learns that things are not as they seem. Altair has to get to the bottom of it and figure out what to do from there.
I enjoy the plot. The story in the Third Crusade has a lot going on and while at first it feels like a bunch of unrelated events it slowly starts to connect and come together. The modern day story is interesting as well and does eventually connect with the story in the past. While I do like the "real world" parts they unfortunately feel like they break up the action as after every few story missions the game suddenly pulls you out of the Animus. This makes the pacing feel somewhat uneven even if it does service the plot.
The game originally started as a Prince of Persia game before becoming its own IP. Some of the climbing and historical aspects of that series carry over here but for the most part it feels like its own series. 99% of your playtime will be inside the Animus with the "real world" parts basically just functioning as a framing narrative. Basically the gameplay is a combination of three elements: stealth, parkour, and combat.
Each of the areas in the game are filled with guards. As you move around the game you can draw attention of these guards. Sprinting, climbing, going to a restricted area (like a rooftop), or running into guards will set them off and make them come after you. From here you can either fight them all off in combat or run away and hide by either sitting on a bench, hiding in some hay, blending in with a group of scholars, etc. You have a marker which determines how much the guards see you. White means no one sees you, yellow means they are onto you, and red means they are suspicious. Once they are actually hunting you down it turns fully red. This is where the stealth elements comes into play. I have mixed feelings about the stealth elements.
On the one hand, I like the way it is designed and for the most part it works well. It is fun trying to sneak around and things like that. However, my big complaint here is that I feel like it is far too easy to set off the guards. Often I will be walking through the city and simply walking by a group of guards will put the city on alert. This makes travelling around the game far less enjoyable when I am constantly having to fight off guards. Hopefully in the future games they make it a little bit more difficult to set them off. One part that is a complete pain in the ass is that there are mentally disabled people in the game. These people will push you whenever you walk by. You cannot retaliate or kill them as they count as civilians so you lose health for doing so. They are very common and in one case I was working on a main quest and one of them pushed me into a group of guards which ruined my stealth and caused me to fight to about twenty guards.
For the most part the parkour elements are pretty solid. While sprinting you will automatically jump across gaps in front of you or grab onto objects and start climbing. Almost everything in the game is climbable and it comes pretty naturally after a while. The controls take a little getting used to. There was quite a few times where I was high up on a building and then Altair jumped off of it (to his death) instead of climbing higher as I intended. This wasn't a super common occurrence but it wasn't exactly rare either.
I am happy with the combat in this game. It feels similar to the later released Batman: Arkham series. In the game you have a short blade. You can walk upon behind an enemy and stealthily stab them in the back to avoid drawing attention to yourself. Most of the time combat will be done with your sword. You can block attacks as well as attack (of course). There are a couple of different moves in the game such as countering. Countering is when the enemy starts to attack you press the attack button instead which will either result in knocking the enemy to the ground of killing them. Lastly there are throwing stars. These do an instant kill and act as a ranged weapon. However, you have a limited amount and must pick pocket them off of civilians to get more.
There are also combo kills which are much harder to pull off. If you press the attack button the second your sword makes contact with the enemy then you will do an instant kill. In addition to these moves there are dodge moves and things like that. The combat is enjoyable although I found that I relied very heavily on counter attacks because trying to pull of combo kills often resulted in the enemy using a counter attack on me.
The graphics and sound within the game are very well done. For 2007 it is some of the best graphics I have seen. The number of people on screen is extremely impressive and the draw distance goes very far. The sound fits very well with the setting. My only complaint is that whenever your sneak bar is yellow (telling you to hide) it beeps incessantly which is obnoxious.
The game itself is broken up into "memories". Al Mualim assigns one to three assassinations that you must complete. With each assassination comes a district in one of the cities which is opened up to explore. When you enter a district you have to find tall buildings known as viewpoints. Climbing to the top of these and pressing the sync button reveals more of the map. Often it ends up being necessary to go to all of the viewpoints in a district to make the map usable. At this point there are six side missions to complete within a district. Before you are allowed to move onto the actual assassination you must complete two (later three) of the six side missions within a district (although the game will let you do all six if you want).
These side missions can get monotonous as there is not a very large amount of variety. There are basically five types of side missions. Eavesdropping is definitely the easiest as you just have to sit on a nearby bench and listen into a conversation. Then there is pick pocketing which requires you to follow a target and take an item from them without them noticing. Next is interrogation. In these you must find a target and follow them into an alleyway where you fight them with your fists until they give you information.
Last is the informant. The informant can give you two types of missions. First is flag collecting. In these you have a time limit to run through a small space and pick up a lot of flags (about twenty). On the internet a lot of people seem to say these are difficult but I had no trouble with them. The informant may also assign assassinations. In these you must assassinate one to five targets without alerting the guards (and in the later ones you also have a time limit). This is probably the most difficult because it is very easy to set off the guards which will automatically end the mission and make you start again.
While that sounds like a decent amount of variety, it really isn't. If you do all of the side missions you will do each of these about ten times (give or take). After completing the minimum number of side quests you can start the main assassination. These usually have a cutscene and then you have to kill the target. The game gives you a lot of freedom in how you achieve this. Stealthily is the best way, but often I got caught so I ended up having to win with pure combat (which also works). After that you have to get back to the assassin's bureau with the city on high alert, then do it all over again. There are a total of nine of these main assassinations which must be completed.
The main missions are definitely the best part of the game. Doing only the bare minimum amount to complete the game, I'd guess that it would take about ten hours. It is the side content that adds another twenty or so hours to the game. In addition to the viewpoints and side missions (which are technically side content but it would be very difficult to make progress without them) there are also save citizens. In every district there are a handful of citizens that get hassled by a group of guards. You have to kill all of the guards and talk to the civilian to complete it. Side missions, viewpoints, and save citizens will appear on your map which makes them easy to find.
What doesn't appear on your map are the collectables. First are Templars. There are sixty Templars hidden throughout the game which must be found and killed in combat. These are probably the hardest opponents in the game so it is best to kill them stealthily if possible (although most of the time they are in a corner which makes it difficult) or at the very least fighting them one on one with no guards around. Second are flags. Flag collecting takes up a very large amount of time within the game as there are a whopping four-hundred-twenty flags! Since they don't appear on your map it is practically required that you use the internet to keep track so you don't end up wandering around a city or the kingdom for hours on end looking for flags. These collectables take up a large amount of time and honestly are not very enjoyable to complete. It is incredibly tedious.
Completing this game took a lot of planning. There are multiple achievements in the game which are "missable", meaning that if you don't do it right then you have to restart the entire game to get another shot at it. As long as you pay attention they aren't very difficult though. These achievements are ones like "get 85% of glitches". In that case the screen will flicker during a cutscene and you have to press a button to change the camera angle (this is a "glitch"). Another is that you have to exhaust every dialogue with Lucy whenever you get out of the Animus. Again, not hard to do but easy to forget and mess up.
Beyond that were a few grinding kinds of achievements. The harder ones were to kill one-hundred guards in a single life, survive ten straight minutes in a single battle, and get fifty combo kills. Other than paying attention to the achievements I made sure to do all of the side content as soon as it was available. Most of the side content was enjoyable but keeping track of and collecting all of the flags took a long time and wasn't very much fun. The best part of the game was definitely the main story assassinations.
There are three versions of this game available. Usually from this generation I gravitate toward the PlayStation 3. However, in this case the PlayStation 3 and Xbox 360 versions are the same except that the 360 version has achievements while the PS3 version was released before trophies existed (which is why I played the 360 version). One year after the consoles versions came a PC release. This version is called the "director's cut" because it adds more mission types to counter complaints of the game's monotony. However, the PC version has no form of achievement support. Due to this, I played the 360 version but later down the line will be giving the game a second playthrough for PC to see this extra content. Hopefully a remaster will be released at some point which has trophy/achievement support as well as these extra missions from the PC version.
Overall, I mostly had a positive experience with Assassin's Creed. The gameplay is a lot of fun and was very enjoyable. It took a little while to get a hang of the controls and combat but once I did it worked well. It was too easy to get spotted by guards and sometimes I would unintentionally jump off of walls due to the controls so there is still some room for improvement. I would recommend playing through this game at least once although I wouldn't recommend going for 100% completion as it added about twenty hours to the playtime which mostly consisted of monotonous and tedious item collecting. The story starts off slow but slowly gets more complex and more interesting as it goes along, eventually ending in a cliffhanger. If you like what you hear and still haven't given this series a try then this isn't a bad place to start.
Spoilers
The storyline for this game really threw me for a loop. At first the nine assassination targets seemed independent and disconnected but I liked the reveal that they are all secretly Templars. This played into the politics of the Crusaders versus the Saracens which reminded me a lot of one of the campaigns in Age of Empires II. At the end I liked the way it all came together and the reveal that Al Mualim was behind it all. While the Apple was kind of a McGuffin it got the plot going and hopefully will be less generic in future titles.
I felt like the "real world" part of the game didn't go too far except for setting up future installments. I highly recommend talking to Lucy whenever possible as it significantly fleshes out this area. I got a big Illuminati vibe from Abstergo and have no idea how Desmond is going to get out of the situation he is in at the end of the game. Honestly, I didn't like that the game ended on a cliffhanger. Ubisoft couldn't have known that the game was going to be successful so ending it on a cliffhanger could easily have left the storyline unresolved if a sequel never happened. I am fine with cliffhangers in sequels but not in the first title within a series.
Saturday, January 21, 2017
Pizzazz #10-16 and Star Wars Weekly #60 "The Kingdom of Ice" (1978-1979, Comic Book)
Format: Comic Book
Publisher: Marvel Comics
Total Reading Time: 28 minutes
Note: Pizzazz has multiple comic book stories per issue. This is only a review of the Star Wars story in issues 10-16 of the magazine and not any of the other material. Also, Star Wars Weekly #1-59 have not been reviewed as they are simply reprinting U.S. material in the UK. Star Wars Weekly #60 (which is reviewed here) also contains non-Star Wars stories which are not covered here.
Introduction
About a week ago I reviewed the previous Pizzazz Star Wars story. This second story goes from issues ten to sixteen of the magazine. Unfortunately, the magazine was issued prematurely (presumably due to low sales). Due to this, this story originally wasn't finished. Over in the UK however, they had a Star Wars series going on called Star Wars Weekly. It was published (as the title states) weekly but was simply short reprints of material previously published in the U.S. For the most part the two series stayed relatively in tandem but the series in the UK was going through material slightly faster than it was being published in this U.S. This caused them to fill in these extra gaps with additional stories. Issues 57-59 reprinted the previously published parts of "The Kingdom of Ice" from Pizzazz and issue 60 covered the unpublished final part. This was the first time this story was finished. This final part eventually did make its way over to the states however in 1980 in a series called Marvel Illustrated Books which were paperback sized reprints of comic stories.
This story continues from the previous Pizzazz story with Luke, Leia, R2-D2, and C-3PO heading out to warn a rebel base of a potential threat from the Empire. They are attacked and crash land on the snow planet Akuria II where the droids get separated from Luke and Leia. Luke and Leia are picked up by some rebels while the droids are soon attacked by a monster. I can't really go any further than that without some spoilers.
Pizzazz #10: Star Wars: The Kingdom of Ice!
Writer: Archie Goodwin
Penciller: Walt Simonson
Publication Date: June 22, 1978 (cover dated July 1978)
Reading Time: 3 minutes
I forgot how difficult these issues are to read. Having a story split up into three page chunks is pretty obnoxious and makes for a very choppy feeling story. Can't blame the writer for that though.
Pizzazz #11: Star Wars: The Snow Demons!
Writer: Archie Goodwin
Penciller: Walt Simonson
Publication Date: July 27, 1978 (cover dated August 1978)
Reading Time: 3 minutes
I am liking the snowy environment here. Akuria II does feel a lot like the planet Hoth although that isn't a complaint with the issue as Hoth wasn't introduced until The Empire Strikes Back in 1980. Also, for whatever reason there seems to be a lot of struggle with lightsaber colors in these early comics as Luke has a yellow lightsaber in this issue.
Pizzazz #12: Star Wars: Treachery!
Writer: Archie Goodwin
Penciller: Walt Simonson
Publication Date: August 24, 1978 (cover dated September 1978)
Reading Time: 4 minutes
This issue has a really great reveal that was effective in catching me off guard. I think Leia should have sided with Luke on this one though. I feel that Luke was justified in being upset losing R2-D2 and C-3PO and the Rebels not wanting to go back for them.
Pizzazz #13: Star Wars: Death Trap!
Writer: Archie Goodwin
Penciller: Walt Simonson
Publication Date: September 28, 1978 (cover dated October 1978)
Reading Time: 4 minutes
Not too much happens this issue other than setup for the upcoming issues. It ends on a cliffhanger which is fine but I wish these issues weren't forced to have some sort of cliffhanger every three pages (an unfortunate drawback of the format more so than the fault of the writer).
Pizzazz #14: Star Wars: Snow Fury!
Writer: Archie Goodwin
Penciller: Dave Cockrum
Publication Date: October 26, 1978 (cover dated November 1978)
Reading Time: 3 minutes
This issue was a little odd. The artist here changes from Walt Simonson to Dave Cockrum. The art now feels much less like a water painting and has quite a bit more realism to it. Cockrum seems to struggle with C-3PO though which I've noticed is a trend with many of these Star Wars comics. Overall I do prefer this new art style though. Also, Luke and a few of the rebels ride "power skis" which are essentially skis with a rocket on the back. It feels ridiculous and out of place in Star Wars. It feels a lot like watching one of the later James Bond movies (before the Daniel Craig reboot).
Pizzazz #15: Star Wars: The Ice Worm Cometh!
Writer: Archie Goodwin
Penciller: Dave Cockrum
Publication Date: November 30, 1978 (cover dated December 1978)
Reading Time: 3 minutes
This issue isn't bad, but is basically another set up issue for the most part. Cockrum seems to have gotten C-3PO figured out as he is drawn extremely well in this issue. The power skis are back in this issue unfortunately. Also, the ending cliffhanger is predictable just based on the title. My last comment is that the rebel leader's dialogue is written like this: "...if the worm who made this burrow ain't gotten the word that it's extinct!". I really wish that it was just established that he spoke poorly. Writing it out is never the way to go and is just annoying.
Pizzazz #16: Star Wars: Showdown
Writer: Archie Goodwin
Penciller: Dave Cockrum
Publication Date: December 28, 1978 (cover dated January 1979)
Reading Time: 2 minutes
Here we finally see the showdown with the ice worm (sort of...it continues into the next issue). Unfortunately for readers at the time this cliffhanger wasn't resolved for a long time as Pizzazz was cancelled after this issue. I also find it odd that Superman is on the cover as it is a Marvel magazine.
Star Wars Weekly #60: Pursuit!
Writer: Archie Goodwin
Penciller: Dave Cockrum
Publication Date: April 18, 1979
Reading Time: 6 minutes
Here we have the conclusion of this story arc. This issue is definitely a reprint of some unfinished work. The art and the writing is decent but it is printed in black and white (unlike the other issues). It is also six pages long which is the length of two Star Wars stories in Pizzazz.
Overview
The plot in this issue is decent enough. It is nice to see some rebel on imperial action because the main ongoing series seems hesitant to feature any actual imperials. The one thing that seems off to me is that in the previous story it is established that Luke and Leia are off to warn a rebel base about the Empire (a base which they don't reach until this story). However, by the end of this story it simply states that Leia was heading over to recruit the group into the rebellion instead of them already being a part of it (even though the group are called rebels throughout the story). It is an odd inconsistency.
Also, this series never went full circle as it still contradicts the ongoing series by having Luke and Leia in a totally different place with no easy way to reconcile the two. The only thing that would make sense is if sometime between issues of the ongoing series Luke and Leia decided to take the droids go back to Yavin 4 then head off to recruit a rebel base before getting involved again with the main ongoing story. As you can see, it requires quite a stretch.
The story is definitely hurt by the format as it feels like there are constant cliffhangers and not enough room for very much plot development. The stories in these issues are fun but at the same time I am glad that Pizzazz has ended so I can get away from this format. I can't really recommend reading this story today. The artwork done by Walt Simonson doesn't jive with Star Wars very well (although halfway through it switches to Dave Cockrum who did a better job), the short format really hurts the story, the last issue is only in black and white due to some odd publishing, etc. You get the idea. Also, it contradicts the significantly better ongoing series at the time and doesn't feel very significant, even within the now non-canon Legends continuity.
Spoilers
The reveal that the rebels who pick up Luke and Leia are actually imperials (who high jacked the vehicle) was a surprising reveal and one that worked surprisingly well. I liked it but it still doesn't add enough to the story to make it worthwhile.
Publisher: Marvel Comics
Total Reading Time: 28 minutes
Note: Pizzazz has multiple comic book stories per issue. This is only a review of the Star Wars story in issues 10-16 of the magazine and not any of the other material. Also, Star Wars Weekly #1-59 have not been reviewed as they are simply reprinting U.S. material in the UK. Star Wars Weekly #60 (which is reviewed here) also contains non-Star Wars stories which are not covered here.
Introduction
About a week ago I reviewed the previous Pizzazz Star Wars story. This second story goes from issues ten to sixteen of the magazine. Unfortunately, the magazine was issued prematurely (presumably due to low sales). Due to this, this story originally wasn't finished. Over in the UK however, they had a Star Wars series going on called Star Wars Weekly. It was published (as the title states) weekly but was simply short reprints of material previously published in the U.S. For the most part the two series stayed relatively in tandem but the series in the UK was going through material slightly faster than it was being published in this U.S. This caused them to fill in these extra gaps with additional stories. Issues 57-59 reprinted the previously published parts of "The Kingdom of Ice" from Pizzazz and issue 60 covered the unpublished final part. This was the first time this story was finished. This final part eventually did make its way over to the states however in 1980 in a series called Marvel Illustrated Books which were paperback sized reprints of comic stories.
This story continues from the previous Pizzazz story with Luke, Leia, R2-D2, and C-3PO heading out to warn a rebel base of a potential threat from the Empire. They are attacked and crash land on the snow planet Akuria II where the droids get separated from Luke and Leia. Luke and Leia are picked up by some rebels while the droids are soon attacked by a monster. I can't really go any further than that without some spoilers.
Pizzazz #10: Star Wars: The Kingdom of Ice!
Writer: Archie Goodwin
Penciller: Walt Simonson
Publication Date: June 22, 1978 (cover dated July 1978)
Reading Time: 3 minutes
I forgot how difficult these issues are to read. Having a story split up into three page chunks is pretty obnoxious and makes for a very choppy feeling story. Can't blame the writer for that though.
Pizzazz #11: Star Wars: The Snow Demons!
Writer: Archie Goodwin
Penciller: Walt Simonson
Publication Date: July 27, 1978 (cover dated August 1978)
Reading Time: 3 minutes
I am liking the snowy environment here. Akuria II does feel a lot like the planet Hoth although that isn't a complaint with the issue as Hoth wasn't introduced until The Empire Strikes Back in 1980. Also, for whatever reason there seems to be a lot of struggle with lightsaber colors in these early comics as Luke has a yellow lightsaber in this issue.
Pizzazz #12: Star Wars: Treachery!
Writer: Archie Goodwin
Penciller: Walt Simonson
Publication Date: August 24, 1978 (cover dated September 1978)
Reading Time: 4 minutes
This issue has a really great reveal that was effective in catching me off guard. I think Leia should have sided with Luke on this one though. I feel that Luke was justified in being upset losing R2-D2 and C-3PO and the Rebels not wanting to go back for them.
Pizzazz #13: Star Wars: Death Trap!
Writer: Archie Goodwin
Penciller: Walt Simonson
Publication Date: September 28, 1978 (cover dated October 1978)
Reading Time: 4 minutes
Not too much happens this issue other than setup for the upcoming issues. It ends on a cliffhanger which is fine but I wish these issues weren't forced to have some sort of cliffhanger every three pages (an unfortunate drawback of the format more so than the fault of the writer).
Pizzazz #14: Star Wars: Snow Fury!
Writer: Archie Goodwin
Penciller: Dave Cockrum
Publication Date: October 26, 1978 (cover dated November 1978)
Reading Time: 3 minutes
This issue was a little odd. The artist here changes from Walt Simonson to Dave Cockrum. The art now feels much less like a water painting and has quite a bit more realism to it. Cockrum seems to struggle with C-3PO though which I've noticed is a trend with many of these Star Wars comics. Overall I do prefer this new art style though. Also, Luke and a few of the rebels ride "power skis" which are essentially skis with a rocket on the back. It feels ridiculous and out of place in Star Wars. It feels a lot like watching one of the later James Bond movies (before the Daniel Craig reboot).
Pizzazz #15: Star Wars: The Ice Worm Cometh!
Writer: Archie Goodwin
Penciller: Dave Cockrum
Publication Date: November 30, 1978 (cover dated December 1978)
Reading Time: 3 minutes
This issue isn't bad, but is basically another set up issue for the most part. Cockrum seems to have gotten C-3PO figured out as he is drawn extremely well in this issue. The power skis are back in this issue unfortunately. Also, the ending cliffhanger is predictable just based on the title. My last comment is that the rebel leader's dialogue is written like this: "...if the worm who made this burrow ain't gotten the word that it's extinct!". I really wish that it was just established that he spoke poorly. Writing it out is never the way to go and is just annoying.
Pizzazz #16: Star Wars: Showdown
Writer: Archie Goodwin
Penciller: Dave Cockrum
Publication Date: December 28, 1978 (cover dated January 1979)
Reading Time: 2 minutes
Here we finally see the showdown with the ice worm (sort of...it continues into the next issue). Unfortunately for readers at the time this cliffhanger wasn't resolved for a long time as Pizzazz was cancelled after this issue. I also find it odd that Superman is on the cover as it is a Marvel magazine.
Star Wars Weekly #60: Pursuit!
Writer: Archie Goodwin
Penciller: Dave Cockrum
Publication Date: April 18, 1979
Reading Time: 6 minutes
Here we have the conclusion of this story arc. This issue is definitely a reprint of some unfinished work. The art and the writing is decent but it is printed in black and white (unlike the other issues). It is also six pages long which is the length of two Star Wars stories in Pizzazz.
Overview
Also, this series never went full circle as it still contradicts the ongoing series by having Luke and Leia in a totally different place with no easy way to reconcile the two. The only thing that would make sense is if sometime between issues of the ongoing series Luke and Leia decided to take the droids go back to Yavin 4 then head off to recruit a rebel base before getting involved again with the main ongoing story. As you can see, it requires quite a stretch.
The story is definitely hurt by the format as it feels like there are constant cliffhangers and not enough room for very much plot development. The stories in these issues are fun but at the same time I am glad that Pizzazz has ended so I can get away from this format. I can't really recommend reading this story today. The artwork done by Walt Simonson doesn't jive with Star Wars very well (although halfway through it switches to Dave Cockrum who did a better job), the short format really hurts the story, the last issue is only in black and white due to some odd publishing, etc. You get the idea. Also, it contradicts the significantly better ongoing series at the time and doesn't feel very significant, even within the now non-canon Legends continuity.
Spoilers
The reveal that the rebels who pick up Luke and Leia are actually imperials (who high jacked the vehicle) was a surprising reveal and one that worked surprisingly well. I liked it but it still doesn't add enough to the story to make it worthwhile.
Underworld: Evolution (2006, Movie)
Format: Movie (Blu-Ray)
Director: Len Wiseman
Distributor: Screen Gems
Release Date: January 20, 2006
Runtime: 1 hour, 46 minutes
I had pretty lukewarm feelings for the first Underworld. Evolution did surprise me though. The movie picks up right after the original with the very first vampire, Markus, awakening from death. Due to Markus being the original vampire, he is much more powerful and resembles a bat much more than the standard vampire. The movie is all about the man who started the vampire and Lycan lines as well as the first vampire and the first Lycan (as mentioned in the first film). Lorenz Macaro, the original source of both the Lycan and vampire lines, imprisoned one of his sons named William (the first Lycan) long ago. William was permanently in Lycan form and was uncontrollable. Now that Markus is loose his plan is to set his brother William free. Selene and Michael from the first movie track down a circular item. It is basically the McGuffin of the movie as Markus chases after them to get it and it keeps everything moving along.
Just like the first film, the plot in this one has a lot going on. If you haven't seen the first Underworld then definitely don't start with this one. Since this movie doesn't have as much setup I and the runtime is about thirty minutes shorter it moves by at a much breezier pace and in my opinion is a better film. The villains and the characters are more interesting with the exception of Selene who still doesn't have enough depth. Hopefully Selene will develop into a more three dimensional characters in the later movies. Unfortunately the best scene of the movie is an opening flashback to 1202. It feels a lot like The Lord of the Rings and has no guns (due to the time period) which fits much better with the vampire/Lycan storyline. I know the next movie in this series is a prequel so hopefully it'll be more of that.
Just like the last movie, the action is really good here and thankfully this movie tones down the gunplay of the last movie. When I see vampires fighting werewolves the last thing I want to see is them shooting each other. Speaking of the Lycans, the CGI in this movie is quite a bit better in the few cases where it is used. For the most part the effects are done practically and they look pretty solid. I have no complaints there. This movie has one of the most graphic sex scenes (for not showing actual nudity) that I've seen in a movie in quite a while.
Overall, the storyline here is still pretty convoluted and hard to understand which is unfortunate. If you have seen the first movie and were able to get a handle on the plot then maybe this is for you. The action and effects are good and I think it is a superior film than the first but could still be quite a bit better. I have high hopes for the next movie (a prequel) but am not sure how the further sequels are going to go.
Spoilers
I feel like the death of Michael about halfway into the movie was effective and caught me off guard. His later resurrection felt forced and disappointed me because I found it much more interesting and dramatic with him being dead. If he was going to survive then the resurrection should have happened more immediately. It would have been less drama but his resurrection would have felt less forced even with his powers.
Director: Len Wiseman
Distributor: Screen Gems
Release Date: January 20, 2006
Runtime: 1 hour, 46 minutes
I had pretty lukewarm feelings for the first Underworld. Evolution did surprise me though. The movie picks up right after the original with the very first vampire, Markus, awakening from death. Due to Markus being the original vampire, he is much more powerful and resembles a bat much more than the standard vampire. The movie is all about the man who started the vampire and Lycan lines as well as the first vampire and the first Lycan (as mentioned in the first film). Lorenz Macaro, the original source of both the Lycan and vampire lines, imprisoned one of his sons named William (the first Lycan) long ago. William was permanently in Lycan form and was uncontrollable. Now that Markus is loose his plan is to set his brother William free. Selene and Michael from the first movie track down a circular item. It is basically the McGuffin of the movie as Markus chases after them to get it and it keeps everything moving along.
Just like the first film, the plot in this one has a lot going on. If you haven't seen the first Underworld then definitely don't start with this one. Since this movie doesn't have as much setup I and the runtime is about thirty minutes shorter it moves by at a much breezier pace and in my opinion is a better film. The villains and the characters are more interesting with the exception of Selene who still doesn't have enough depth. Hopefully Selene will develop into a more three dimensional characters in the later movies. Unfortunately the best scene of the movie is an opening flashback to 1202. It feels a lot like The Lord of the Rings and has no guns (due to the time period) which fits much better with the vampire/Lycan storyline. I know the next movie in this series is a prequel so hopefully it'll be more of that.
Overall, the storyline here is still pretty convoluted and hard to understand which is unfortunate. If you have seen the first movie and were able to get a handle on the plot then maybe this is for you. The action and effects are good and I think it is a superior film than the first but could still be quite a bit better. I have high hopes for the next movie (a prequel) but am not sure how the further sequels are going to go.
Spoilers
I feel like the death of Michael about halfway into the movie was effective and caught me off guard. His later resurrection felt forced and disappointed me because I found it much more interesting and dramatic with him being dead. If he was going to survive then the resurrection should have happened more immediately. It would have been less drama but his resurrection would have felt less forced even with his powers.
Labels:
2000s,
Action,
Blu-Ray,
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Friday, January 20, 2017
Star Wars (Marvel Comics, Vol. 1) #11-15 (1978, Comic Book)
Format: Comic Book
Publisher: Marvel Comics
Total Reading Time: 1 hour, 49 minutes
Introduction
In this next story arc Crimson Jack makes a return. Han and Chewie are kidnapped by Jack while leaving Aduba-3 from the previous arc. Meanwhile, Leia is also kidnapped by Jack on her way to investigate Luke's disappearance in the previous story. From there we have two stories going on simultaneously. On the one hand we have Han trying to negotiate with Jack both to survive and save Leia. On the other hand we have Luke on a water planet in the Drexel system. He is attacked by Dragon Riders who are at war with a nearby ship (the size of a land mass). Luke and the droids end up on this other ship but quickly realize that the ruler, Governor Quarg, is a ruthless killer. The rest of the story is Luke trying to survive Quarg and escape, and then Han trying to rescue Leia and escape. Eventually the two meet up and get tied up in the war between the Dragon Riders and Quarg's men.
Star Wars #11: Star Search!
Writer: Archie Goodwin
Penciller: Carmine Infantino
Publication Date: February 7, 1978 (cover dated May 1978)
Reading Time: 20 minutes
This issue picks up nicely from the previous arc and ties together the Han/Chewie story with the Leia/Luke story pretty well. We see a return of the pirate Crimson Jack a lot sooner than I expected and we get to see the usual antics from Han as he is put in a bind. The art is good here too with a lot of detail. My only complaint being that C-3PO looks weird.
Star Wars #12: Doomworld!
Writer: Archie Goodwin
Penciller: Carmine Infantino
Publication Date: March 14, 1978 (cover dated June 1978)
Reading Time: 19 minutes
Issue twelve is one of the best in the series so far. The first two-thirds focus on Luke dealing with attackers while out in the water while the last third focuses on Han and the pirates. Here we finally see Luke use his lightsaber a little bit (although he doesn't actually kill anyone with it), however, the lightsaber is pink again instead of blue. The conversations that Han has with Crimson Jack here make Jack a little more three dimensional and explain where he got his imperial ship from. Very solid issue. And the artwork here is improved from last issue with C-3PO looking much better here.
Star Wars #13: Day of the Dragon Lords
Writer: Archie Goodwin
Penciller: Carmine Infantino
Publication Date: April 11, 1978 (cover dated July 1978)
Reading Time: 24 minutes
Continuing where the last issue left off, this one again focuses mainly on Luke. By the end however, the two storylines converge as the two groups meet up. This is a little bit of a slower issue than the last but it ends on a pretty big cliffhanger. It does seem a little out of place in this issue when Chewbacca attacks Luke (even within the context of the issue). Even though it was a hydra craft that attacked Chewie I would think that Chewie would remember Luke enough to not attack him for also being in a hydra craft. But maybe that's just me. Also, this is the first time that a Star Wars comic has shown a flashback to the Old Republic or any Jedi outside of Obi-Wan Kenobi which is cool...even if it is brief.
Star Wars #14: The Sound of Armageddon
Writer: Archie Goodwin
Penciller: Carmine Infantino
Publication Date: May 9, 1978 (cover dated August 1978)
Reading Time: 23 minutes
This issue wraps up the war between the Dragon Lords and Quarg's forces but leaves the Crimson Jack story open for the next issue. This issue is very exciting because Luke is having to work with Quarg so that he survives while also trying to keep Leia alive. On the other hand, Han begins working with the Dragon Lords so it is cool seeing the two working against each other (without them actually knowing) as for one reason or another it made me want both of them to succeed even though they have contradicting goals. This issue was pretty great but the only thing that seemed off to me is that when Han and Luke first meet up instead of explaining the situation to Han, Luke instead punches him pretty hard to stop Han from going through with his plans. Why not explain it to Han instead of punching him? This seems like unnecessary drama and made me like Luke a little bit less in this issue.
Star Wars #15: Star Duel
Writer: Archie Goodwin
Penciller: Carmine Infantino
Publication Date: June 27, 1978 (cover dated September 1978)
Reading Time: 23 minutes
Here is the final issue of the arc and it it boils down to a showdown between Han and Crimson Jack. The action here is exciting, a backstory is provided for Jack's side henchman named Jolli (which explains all of her actions the last few issues), and overall it is just a great issue. It ties together the last few issues very well and even a little bit of references to issues before this arc. Solid finish.
Overview
This is an excellent story. The more that I am reading this series of Marvel Comics the better it gets. Hopefully it will maintain this level of quality throughout. I wasn't expecting the series to be as serialized as it is here with each issue flowing into the next. The duel villains of Crimson Jack and Governor Quarg here works really well and Luke and Han having to work against one another creates a lot of tension. There are a few weird moments that seem out of place for certain characters (see my notes on the individual issues) but for the most part everyone is written right and I can hear the voices of the actors in my head. This story also seems to have some of the first significant hints that Leia might be attracted to Han and it doesn't make much reference to Leia and Luke being attracted to one another (thank goodness). This story is movie worthy in my opinion and so far is the highlight of this series. Definitely give it a look.
Spoilers
The plot twist near the end about the Dragon Riders being basically the good guys really caught me off guard. It makes a lot of sense when it is explained and I really like seeing the different perspectives on things. I was surprised that Crimson Jack was killed off as it seemed to me that he was starting to become an ongoing villain who would come back from time to time in the series. Hopefully with his absence it'll mean more room for other characters. Now that we finally have the group back together at the end I'm excited to see what comes next.
Publisher: Marvel Comics
Total Reading Time: 1 hour, 49 minutes
Introduction
In this next story arc Crimson Jack makes a return. Han and Chewie are kidnapped by Jack while leaving Aduba-3 from the previous arc. Meanwhile, Leia is also kidnapped by Jack on her way to investigate Luke's disappearance in the previous story. From there we have two stories going on simultaneously. On the one hand we have Han trying to negotiate with Jack both to survive and save Leia. On the other hand we have Luke on a water planet in the Drexel system. He is attacked by Dragon Riders who are at war with a nearby ship (the size of a land mass). Luke and the droids end up on this other ship but quickly realize that the ruler, Governor Quarg, is a ruthless killer. The rest of the story is Luke trying to survive Quarg and escape, and then Han trying to rescue Leia and escape. Eventually the two meet up and get tied up in the war between the Dragon Riders and Quarg's men.
Star Wars #11: Star Search!
Writer: Archie Goodwin
Penciller: Carmine Infantino
Publication Date: February 7, 1978 (cover dated May 1978)
Reading Time: 20 minutes
This issue picks up nicely from the previous arc and ties together the Han/Chewie story with the Leia/Luke story pretty well. We see a return of the pirate Crimson Jack a lot sooner than I expected and we get to see the usual antics from Han as he is put in a bind. The art is good here too with a lot of detail. My only complaint being that C-3PO looks weird.
Star Wars #12: Doomworld!
Writer: Archie Goodwin
Penciller: Carmine Infantino
Publication Date: March 14, 1978 (cover dated June 1978)
Reading Time: 19 minutes
Issue twelve is one of the best in the series so far. The first two-thirds focus on Luke dealing with attackers while out in the water while the last third focuses on Han and the pirates. Here we finally see Luke use his lightsaber a little bit (although he doesn't actually kill anyone with it), however, the lightsaber is pink again instead of blue. The conversations that Han has with Crimson Jack here make Jack a little more three dimensional and explain where he got his imperial ship from. Very solid issue. And the artwork here is improved from last issue with C-3PO looking much better here.
Star Wars #13: Day of the Dragon Lords
Writer: Archie Goodwin
Penciller: Carmine Infantino
Publication Date: April 11, 1978 (cover dated July 1978)
Reading Time: 24 minutes
Continuing where the last issue left off, this one again focuses mainly on Luke. By the end however, the two storylines converge as the two groups meet up. This is a little bit of a slower issue than the last but it ends on a pretty big cliffhanger. It does seem a little out of place in this issue when Chewbacca attacks Luke (even within the context of the issue). Even though it was a hydra craft that attacked Chewie I would think that Chewie would remember Luke enough to not attack him for also being in a hydra craft. But maybe that's just me. Also, this is the first time that a Star Wars comic has shown a flashback to the Old Republic or any Jedi outside of Obi-Wan Kenobi which is cool...even if it is brief.
Star Wars #14: The Sound of Armageddon
Writer: Archie Goodwin
Penciller: Carmine Infantino
Publication Date: May 9, 1978 (cover dated August 1978)
Reading Time: 23 minutes
This issue wraps up the war between the Dragon Lords and Quarg's forces but leaves the Crimson Jack story open for the next issue. This issue is very exciting because Luke is having to work with Quarg so that he survives while also trying to keep Leia alive. On the other hand, Han begins working with the Dragon Lords so it is cool seeing the two working against each other (without them actually knowing) as for one reason or another it made me want both of them to succeed even though they have contradicting goals. This issue was pretty great but the only thing that seemed off to me is that when Han and Luke first meet up instead of explaining the situation to Han, Luke instead punches him pretty hard to stop Han from going through with his plans. Why not explain it to Han instead of punching him? This seems like unnecessary drama and made me like Luke a little bit less in this issue.
Star Wars #15: Star Duel
Writer: Archie Goodwin
Penciller: Carmine Infantino
Publication Date: June 27, 1978 (cover dated September 1978)
Reading Time: 23 minutes
Here is the final issue of the arc and it it boils down to a showdown between Han and Crimson Jack. The action here is exciting, a backstory is provided for Jack's side henchman named Jolli (which explains all of her actions the last few issues), and overall it is just a great issue. It ties together the last few issues very well and even a little bit of references to issues before this arc. Solid finish.
Overview
This is an excellent story. The more that I am reading this series of Marvel Comics the better it gets. Hopefully it will maintain this level of quality throughout. I wasn't expecting the series to be as serialized as it is here with each issue flowing into the next. The duel villains of Crimson Jack and Governor Quarg here works really well and Luke and Han having to work against one another creates a lot of tension. There are a few weird moments that seem out of place for certain characters (see my notes on the individual issues) but for the most part everyone is written right and I can hear the voices of the actors in my head. This story also seems to have some of the first significant hints that Leia might be attracted to Han and it doesn't make much reference to Leia and Luke being attracted to one another (thank goodness). This story is movie worthy in my opinion and so far is the highlight of this series. Definitely give it a look.
Spoilers
The plot twist near the end about the Dragon Riders being basically the good guys really caught me off guard. It makes a lot of sense when it is explained and I really like seeing the different perspectives on things. I was surprised that Crimson Jack was killed off as it seemed to me that he was starting to become an ongoing villain who would come back from time to time in the series. Hopefully with his absence it'll mean more room for other characters. Now that we finally have the group back together at the end I'm excited to see what comes next.
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