Tony Hawk's Pro Skater 3

Posted in gcn by ewade on Aug 20th, 2002
Title  : Tony Hawk's Pro Skater 3
Platforms  : Sony PlayStation, Sony PlayStation 2, Nintendo 64, Nintendo GameCube, Microsoft Xbox
Publisher  : Activision
ESRB Rating  : Teen
Game Rating  : 9.0
Review by  : Evan Wade

It's hard for anyone to be successful at a major undertaking three times in a row these days. Don't believe me? Ask the post-Jordan Bulls. A company that puts out an excellent game is often hard-pressed to produce a sequel that matches or surpasses the first. 

Luckily, Activision's Neversoft team hasn't had this problem with their outstanding Tony Hawk series. The relatively obscure Tony Hawk's Pro Skater 2x notwithstanding, these once-unknown developers have made a name for themselves and, with Tony Hawk's Pro Skater 3, have created the three best skateboarding games on the market, bar-none. [GameCube version reviewed here] 

A major component in the quality of any title is the gameplay, and THPS3 definitely does not lack in that department. Neversoft has managed to keep all three games from being too similar by adding small tweaks to their innovative engine, this time employing the "revert" trick. Want to add a 360-degree benihana to that 7000-point grind combo? Thanks to the revert, you now can. This move, which makes once-unheard of scores easily attainable, allows the player to link vert (ramp) tricks to combos usually reserved for flip tricks and grinds. A final (and helpful) new implement in the game is a revamped special move meter. No longer must we wait until after a big trick to do a special move, as the meter fills up mid-combo. The levels and goals are nicely varied, too. Skaters will go from a foundry to an airport to a cruise ship in this game, and a few skate parks in between, with the goals in each being refreshingly unique and fun to complete. 

If you're worrying about limited replay value here, well, don't. A roster of 13 starting skaters and eight hidden characters (including Darth Maul and Wolverine) awaits you, as well as four hidden levels and a plethora of cheats to unlock. The fine folks at Neversoft even gave the classic THPS level, Burnside, a spot in the new game, giving us all something to work for. The game's multiplayer option will also keep the skate action alive. Tag, Graffiti, and Horse modes, among others, are available to keep the gamer up all night with his friends. Be warned, however: the frame rate drops a bit in modes where two players skate simultaneously. 

Tight, easy-to-learn controls are a staple of the THPS franchise, and the third installment of the series is no exception. Oddly enough, one of the biggest criticisms about the game also stems from the controls. The GCN's smallish D-pad and B button provide an interesting, if not entirely fun, learning experience. Luckily, the game becomes second nature after a couple of hours, making those difficult secret tapes again a cinch to gain again. 

The GameCube is a next-generation system, and this game reflects that with excellent graphics. The levels, the most exemplary ones being Canada and the Airport, are amazing, and the character animations are excellent. The bails alone are almost worth the price of buying the game; who doesn't get a kick out of seeing Jamie Thomas unexpectedly (and painfully) straddle a handrail after botching a frontside 5-0 grind? The skaters fall down, roll their knees, smack their heads, and smash their boards quite a bit, providing many a chuckle for the sadist in us all. The attention to detail is also amazing in cases like when the light-up sign in Suburbia loses letters from a skater running into it. Finally, there is a much higher degree of interactivity with the levels than in the first two installments. Many goals involve changing or contorting a level, like the earthquake rails in Los Angeles. 

As good as the graphics are, the music isn't. While the soundtrack is extensive and varies from rap to rock to punk, the songs get old after a few hours. As much as I like hearing KRS-1 scream "WHAT YOU THOUGHT!?" every time his song comes on, well, I don't. There are some decent tracks, though, like CKY's "96 Quite Bitter Beings" and Guttermouth's "I'm Destroying the World." In contrast, the actual in-game sounds aren't shabby at all. The grind noises, sounds of wheels hitting a quarterpipe, and the sick thud of a skull smacking the ground are all realistic — not that I would know what that last one sounds like. The most irritating noise has to be the people with cameras that follow you around and say "What you got?" over and over. Too bad you can't swing the board at these irritating photographers. 

If you like the Tony Hawk series on any platform, buy this game. If you've never played a previous installment, rent it and see how you like it. If you were waiting to read a good review before you spent your fifty hard-earned dollars on it, step away from the computer and buy the game now. You won't be disappointed. 


This article is copyright (c) 2002, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Gamebits, 20-Aug-02

Tony Hawk's Pro Skater 3

Posted in News by ewade on Aug 20th, 2002
Title  : Tony Hawk's Pro Skater 3
Platforms  : Sony PlayStation, Sony PlayStation 2, Nintendo 64, Nintendo GameCube, Microsoft Xbox
Publisher  : Activision
ESRB Rating  : Teen
Game Rating  : 9.0
Review by  : Evan Wade

It's hard for anyone to be successful at a major undertaking three times in a row these days. Don't believe me? Ask the post-Jordan Bulls. A company that puts out an excellent game is often hard-pressed to produce a sequel that matches or surpasses the first. 

Luckily, Activision's Neversoft team hasn't had this problem with their outstanding Tony Hawk series. The relatively obscure Tony Hawk's Pro Skater 2x notwithstanding, these once-unknown developers have made a name for themselves and, with Tony Hawk's Pro Skater 3, have created the three best skateboarding games on the market, bar-none. [GameCube version reviewed here] 

A major component in the quality of any title is the gameplay, and THPS3 definitely does not lack in that department. Neversoft has managed to keep all three games from being too similar by adding small tweaks to their innovative engine, this time employing the "revert" trick. Want to add a 360-degree benihana to that 7000-point grind combo? Thanks to the revert, you now can. This move, which makes once-unheard of scores easily attainable, allows the player to link vert (ramp) tricks to combos usually reserved for flip tricks and grinds. A final (and helpful) new implement in the game is a revamped special move meter. No longer must we wait until after a big trick to do a special move, as the meter fills up mid-combo. The levels and goals are nicely varied, too. Skaters will go from a foundry to an airport to a cruise ship in this game, and a few skate parks in between, with the goals in each being refreshingly unique and fun to complete. 

If you're worrying about limited replay value here, well, don't. A roster of 13 starting skaters and eight hidden characters (including Darth Maul and Wolverine) awaits you, as well as four hidden levels and a plethora of cheats to unlock. The fine folks at Neversoft even gave the classic THPS level, Burnside, a spot in the new game, giving us all something to work for. The game's multiplayer option will also keep the skate action alive. Tag, Graffiti, and Horse modes, among others, are available to keep the gamer up all night with his friends. Be warned, however: the frame rate drops a bit in modes where two players skate simultaneously. 

Tight, easy-to-learn controls are a staple of the THPS franchise, and the third installment of the series is no exception. Oddly enough, one of the biggest criticisms about the game also stems from the controls. The GCN's smallish D-pad and B button provide an interesting, if not entirely fun, learning experience. Luckily, the game becomes second nature after a couple of hours, making those difficult secret tapes again a cinch to gain again. 

The GameCube is a next-generation system, and this game reflects that with excellent graphics. The levels, the most exemplary ones being Canada and the Airport, are amazing, and the character animations are excellent. The bails alone are almost worth the price of buying the game; who doesn't get a kick out of seeing Jamie Thomas unexpectedly (and painfully) straddle a handrail after botching a frontside 5-0 grind? The skaters fall down, roll their knees, smack their heads, and smash their boards quite a bit, providing many a chuckle for the sadist in us all. The attention to detail is also amazing in cases like when the light-up sign in Suburbia loses letters from a skater running into it. Finally, there is a much higher degree of interactivity with the levels than in the first two installments. Many goals involve changing or contorting a level, like the earthquake rails in Los Angeles. 

As good as the graphics are, the music isn't. While the soundtrack is extensive and varies from rap to rock to punk, the songs get old after a few hours. As much as I like hearing KRS-1 scream "WHAT YOU THOUGHT!?" every time his song comes on, well, I don't. There are some decent tracks, though, like CKY's "96 Quite Bitter Beings" and Guttermouth's "I'm Destroying the World." In contrast, the actual in-game sounds aren't shabby at all. The grind noises, sounds of wheels hitting a quarterpipe, and the sick thud of a skull smacking the ground are all realistic — not that I would know what that last one sounds like. The most irritating noise has to be the people with cameras that follow you around and say "What you got?" over and over. Too bad you can't swing the board at these irritating photographers. 

If you like the Tony Hawk series on any platform, buy this game. If you've never played a previous installment, rent it and see how you like it. If you were waiting to read a good review before you spent your fifty hard-earned dollars on it, step away from the computer and buy the game now. You won't be disappointed. 


This article is copyright (c) 2002, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Gamebits, 20-Aug-02

Tony Hawk's Pro Skater 3

Posted in ps2 by ewade on Aug 20th, 2002
Title  : Tony Hawk's Pro Skater 3
Platforms  : Sony PlayStation, Sony PlayStation 2, Nintendo 64, Nintendo GameCube, Microsoft Xbox
Publisher  : Activision
ESRB Rating  : Teen
Game Rating  : 9.0
Review by  : Evan Wade

It's hard for anyone to be successful at a major undertaking three times in a row these days. Don't believe me? Ask the post-Jordan Bulls. A company that puts out an excellent game is often hard-pressed to produce a sequel that matches or surpasses the first. 

Luckily, Activision's Neversoft team hasn't had this problem with their outstanding Tony Hawk series. The relatively obscure Tony Hawk's Pro Skater 2x notwithstanding, these once-unknown developers have made a name for themselves and, with Tony Hawk's Pro Skater 3, have created the three best skateboarding games on the market, bar-none. [GameCube version reviewed here] 

A major component in the quality of any title is the gameplay, and THPS3 definitely does not lack in that department. Neversoft has managed to keep all three games from being too similar by adding small tweaks to their innovative engine, this time employing the "revert" trick. Want to add a 360-degree benihana to that 7000-point grind combo? Thanks to the revert, you now can. This move, which makes once-unheard of scores easily attainable, allows the player to link vert (ramp) tricks to combos usually reserved for flip tricks and grinds. A final (and helpful) new implement in the game is a revamped special move meter. No longer must we wait until after a big trick to do a special move, as the meter fills up mid-combo. The levels and goals are nicely varied, too. Skaters will go from a foundry to an airport to a cruise ship in this game, and a few skate parks in between, with the goals in each being refreshingly unique and fun to complete. 

If you're worrying about limited replay value here, well, don't. A roster of 13 starting skaters and eight hidden characters (including Darth Maul and Wolverine) awaits you, as well as four hidden levels and a plethora of cheats to unlock. The fine folks at Neversoft even gave the classic THPS level, Burnside, a spot in the new game, giving us all something to work for. The game's multiplayer option will also keep the skate action alive. Tag, Graffiti, and Horse modes, among others, are available to keep the gamer up all night with his friends. Be warned, however: the frame rate drops a bit in modes where two players skate simultaneously. 

Tight, easy-to-learn controls are a staple of the THPS franchise, and the third installment of the series is no exception. Oddly enough, one of the biggest criticisms about the game also stems from the controls. The GCN's smallish D-pad and B button provide an interesting, if not entirely fun, learning experience. Luckily, the game becomes second nature after a couple of hours, making those difficult secret tapes again a cinch to gain again. 

The GameCube is a next-generation system, and this game reflects that with excellent graphics. The levels, the most exemplary ones being Canada and the Airport, are amazing, and the character animations are excellent. The bails alone are almost worth the price of buying the game; who doesn't get a kick out of seeing Jamie Thomas unexpectedly (and painfully) straddle a handrail after botching a frontside 5-0 grind? The skaters fall down, roll their knees, smack their heads, and smash their boards quite a bit, providing many a chuckle for the sadist in us all. The attention to detail is also amazing in cases like when the light-up sign in Suburbia loses letters from a skater running into it. Finally, there is a much higher degree of interactivity with the levels than in the first two installments. Many goals involve changing or contorting a level, like the earthquake rails in Los Angeles. 

As good as the graphics are, the music isn't. While the soundtrack is extensive and varies from rap to rock to punk, the songs get old after a few hours. As much as I like hearing KRS-1 scream "WHAT YOU THOUGHT!?" every time his song comes on, well, I don't. There are some decent tracks, though, like CKY's "96 Quite Bitter Beings" and Guttermouth's "I'm Destroying the World." In contrast, the actual in-game sounds aren't shabby at all. The grind noises, sounds of wheels hitting a quarterpipe, and the sick thud of a skull smacking the ground are all realistic — not that I would know what that last one sounds like. The most irritating noise has to be the people with cameras that follow you around and say "What you got?" over and over. Too bad you can't swing the board at these irritating photographers. 

If you like the Tony Hawk series on any platform, buy this game. If you've never played a previous installment, rent it and see how you like it. If you were waiting to read a good review before you spent your fifty hard-earned dollars on it, step away from the computer and buy the game now. You won't be disappointed. 


This article is copyright (c) 2002, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Gamebits, 20-Aug-02

Tony Hawk's Pro Skater 3

Posted in psx by ewade on Aug 20th, 2002
Title  : Tony Hawk's Pro Skater 3
Platforms  : Sony PlayStation, Sony PlayStation 2, Nintendo 64, Nintendo GameCube, Microsoft Xbox
Publisher  : Activision
ESRB Rating  : Teen
Game Rating  : 9.0
Review by  : Evan Wade

It's hard for anyone to be successful at a major undertaking three times in a row these days. Don't believe me? Ask the post-Jordan Bulls. A company that puts out an excellent game is often hard-pressed to produce a sequel that matches or surpasses the first. 

Luckily, Activision's Neversoft team hasn't had this problem with their outstanding Tony Hawk series. The relatively obscure Tony Hawk's Pro Skater 2x notwithstanding, these once-unknown developers have made a name for themselves and, with Tony Hawk's Pro Skater 3, have created the three best skateboarding games on the market, bar-none. [GameCube version reviewed here] 

A major component in the quality of any title is the gameplay, and THPS3 definitely does not lack in that department. Neversoft has managed to keep all three games from being too similar by adding small tweaks to their innovative engine, this time employing the "revert" trick. Want to add a 360-degree benihana to that 7000-point grind combo? Thanks to the revert, you now can. This move, which makes once-unheard of scores easily attainable, allows the player to link vert (ramp) tricks to combos usually reserved for flip tricks and grinds. A final (and helpful) new implement in the game is a revamped special move meter. No longer must we wait until after a big trick to do a special move, as the meter fills up mid-combo. The levels and goals are nicely varied, too. Skaters will go from a foundry to an airport to a cruise ship in this game, and a few skate parks in between, with the goals in each being refreshingly unique and fun to complete. 

If you're worrying about limited replay value here, well, don't. A roster of 13 starting skaters and eight hidden characters (including Darth Maul and Wolverine) awaits you, as well as four hidden levels and a plethora of cheats to unlock. The fine folks at Neversoft even gave the classic THPS level, Burnside, a spot in the new game, giving us all something to work for. The game's multiplayer option will also keep the skate action alive. Tag, Graffiti, and Horse modes, among others, are available to keep the gamer up all night with his friends. Be warned, however: the frame rate drops a bit in modes where two players skate simultaneously. 

Tight, easy-to-learn controls are a staple of the THPS franchise, and the third installment of the series is no exception. Oddly enough, one of the biggest criticisms about the game also stems from the controls. The GCN's smallish D-pad and B button provide an interesting, if not entirely fun, learning experience. Luckily, the game becomes second nature after a couple of hours, making those difficult secret tapes again a cinch to gain again. 

The GameCube is a next-generation system, and this game reflects that with excellent graphics. The levels, the most exemplary ones being Canada and the Airport, are amazing, and the character animations are excellent. The bails alone are almost worth the price of buying the game; who doesn't get a kick out of seeing Jamie Thomas unexpectedly (and painfully) straddle a handrail after botching a frontside 5-0 grind? The skaters fall down, roll their knees, smack their heads, and smash their boards quite a bit, providing many a chuckle for the sadist in us all. The attention to detail is also amazing in cases like when the light-up sign in Suburbia loses letters from a skater running into it. Finally, there is a much higher degree of interactivity with the levels than in the first two installments. Many goals involve changing or contorting a level, like the earthquake rails in Los Angeles. 

As good as the graphics are, the music isn't. While the soundtrack is extensive and varies from rap to rock to punk, the songs get old after a few hours. As much as I like hearing KRS-1 scream "WHAT YOU THOUGHT!?" every time his song comes on, well, I don't. There are some decent tracks, though, like CKY's "96 Quite Bitter Beings" and Guttermouth's "I'm Destroying the World." In contrast, the actual in-game sounds aren't shabby at all. The grind noises, sounds of wheels hitting a quarterpipe, and the sick thud of a skull smacking the ground are all realistic — not that I would know what that last one sounds like. The most irritating noise has to be the people with cameras that follow you around and say "What you got?" over and over. Too bad you can't swing the board at these irritating photographers. 

If you like the Tony Hawk series on any platform, buy this game. If you've never played a previous installment, rent it and see how you like it. If you were waiting to read a good review before you spent your fifty hard-earned dollars on it, step away from the computer and buy the game now. You won't be disappointed. 


This article is copyright (c) 2002, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Gamebits, 20-Aug-02

Tony Hawk's Pro Skater 3

Posted in xbox by ewade on Aug 20th, 2002
Title  : Tony Hawk's Pro Skater 3
Platforms  : Sony PlayStation, Sony PlayStation 2, Nintendo 64, Nintendo GameCube, Microsoft Xbox
Publisher  : Activision
ESRB Rating  : Teen
Game Rating  : 9.0
Review by  : Evan Wade

It's hard for anyone to be successful at a major undertaking three times in a row these days. Don't believe me? Ask the post-Jordan Bulls. A company that puts out an excellent game is often hard-pressed to produce a sequel that matches or surpasses the first. 

Luckily, Activision's Neversoft team hasn't had this problem with their outstanding Tony Hawk series. The relatively obscure Tony Hawk's Pro Skater 2x notwithstanding, these once-unknown developers have made a name for themselves and, with Tony Hawk's Pro Skater 3, have created the three best skateboarding games on the market, bar-none. [GameCube version reviewed here] 

A major component in the quality of any title is the gameplay, and THPS3 definitely does not lack in that department. Neversoft has managed to keep all three games from being too similar by adding small tweaks to their innovative engine, this time employing the "revert" trick. Want to add a 360-degree benihana to that 7000-point grind combo? Thanks to the revert, you now can. This move, which makes once-unheard of scores easily attainable, allows the player to link vert (ramp) tricks to combos usually reserved for flip tricks and grinds. A final (and helpful) new implement in the game is a revamped special move meter. No longer must we wait until after a big trick to do a special move, as the meter fills up mid-combo. The levels and goals are nicely varied, too. Skaters will go from a foundry to an airport to a cruise ship in this game, and a few skate parks in between, with the goals in each being refreshingly unique and fun to complete. 

If you're worrying about limited replay value here, well, don't. A roster of 13 starting skaters and eight hidden characters (including Darth Maul and Wolverine) awaits you, as well as four hidden levels and a plethora of cheats to unlock. The fine folks at Neversoft even gave the classic THPS level, Burnside, a spot in the new game, giving us all something to work for. The game's multiplayer option will also keep the skate action alive. Tag, Graffiti, and Horse modes, among others, are available to keep the gamer up all night with his friends. Be warned, however: the frame rate drops a bit in modes where two players skate simultaneously. 

Tight, easy-to-learn controls are a staple of the THPS franchise, and the third installment of the series is no exception. Oddly enough, one of the biggest criticisms about the game also stems from the controls. The GCN's smallish D-pad and B button provide an interesting, if not entirely fun, learning experience. Luckily, the game becomes second nature after a couple of hours, making those difficult secret tapes again a cinch to gain again. 

The GameCube is a next-generation system, and this game reflects that with excellent graphics. The levels, the most exemplary ones being Canada and the Airport, are amazing, and the character animations are excellent. The bails alone are almost worth the price of buying the game; who doesn't get a kick out of seeing Jamie Thomas unexpectedly (and painfully) straddle a handrail after botching a frontside 5-0 grind? The skaters fall down, roll their knees, smack their heads, and smash their boards quite a bit, providing many a chuckle for the sadist in us all. The attention to detail is also amazing in cases like when the light-up sign in Suburbia loses letters from a skater running into it. Finally, there is a much higher degree of interactivity with the levels than in the first two installments. Many goals involve changing or contorting a level, like the earthquake rails in Los Angeles. 

As good as the graphics are, the music isn't. While the soundtrack is extensive and varies from rap to rock to punk, the songs get old after a few hours. As much as I like hearing KRS-1 scream "WHAT YOU THOUGHT!?" every time his song comes on, well, I don't. There are some decent tracks, though, like CKY's "96 Quite Bitter Beings" and Guttermouth's "I'm Destroying the World." In contrast, the actual in-game sounds aren't shabby at all. The grind noises, sounds of wheels hitting a quarterpipe, and the sick thud of a skull smacking the ground are all realistic — not that I would know what that last one sounds like. The most irritating noise has to be the people with cameras that follow you around and say "What you got?" over and over. Too bad you can't swing the board at these irritating photographers. 

If you like the Tony Hawk series on any platform, buy this game. If you've never played a previous installment, rent it and see how you like it. If you were waiting to read a good review before you spent your fifty hard-earned dollars on it, step away from the computer and buy the game now. You won't be disappointed. 


This article is copyright (c) 2002, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Gamebits, 20-Aug-02

Lost Kingdoms

Posted in gcn by kgagne on Jun 17th, 2002
Title  : Lost Kingdoms
Platforms  : Nintendo GameCube
Publisher  : Activision
ESRB Rating  : Teen
Game Rating  : 8.2
Review by  : Ken Gagne

Role-playing games (RPGs) on the Nintendo 64 was a lost cause. It wasn't until the last year of the system's life that games such as Aidyn Chronicles and Paper Mario appeared. 

I have higher hopes for the Nintendo GameCube, and though its first outing — Activision's Lost Kingdoms — is not a traditional RPG, it bears several positive elements which make it enjoyable in its own right. 

Lost Kingdoms' focus is not on the story: a black fog has enshrouded the five kingdoms, requiring Princess Katia to dispel its mysterious source. No, the focus here is on the decks of cards Katia carries. Every monster she battles can be captured and used as a playing card in battle. Each card has a unique type and attribute, such as Weapon-type or Summon-type cards with Fire or Earth traits. Katia herself has no characteristics, such as strength or defense; all encounters are resolved through use of her cards. Gamers play Katia's cards in real-time, dodging enemy attacks and aiming tosses of cards. There are no menu-driven battles or grid-based tactics. 

The game is divided into short missions consisting of landscapes Katia must explore, usually to reach an endpoint and defeat a boss. She can carry only a limited number of cards, and each can be used only once per mission. Proper deck composition is essential; walking into a nest of Water monsters with nothing but Fire cards is a formula for failure. 

But gamers unfamiliar with the appeal of collectible card games may find Lost Kingdoms' gameplay not discouraging, but refreshing. It took me a while to understand the finer points of building decks and capturing cards, and I'm still not a slave to detail — but it's not much different from other RPG systems. Rather than defeating monsters to gain experience and "level up", players can capture a greater number of more powerful cards. Random battles can affect the landscape, revealing new paths or hidden items and furthering players' arsenals. Players with the patience to uncover all the game's secrets will not meet with meaningless rewards; a new card is a real reward that benefits the player and makes further progress possible. With the absence of armor, magic potions, and other inventory necessities, players are free to focus on their decks. 

Unfortunately, other RPG staples which would've translated well to this title are absent. There is no voice acting for any of the characters, nor the opportunity to revisit previous levels to look under every rock for missed treasure. The game does not penalize failure, other than to return players to the level's entrance. The missions are fairly short; with the proper amount of deck building, the game can be finished (if not mastered) in less than the 20 hours the packaging advertises. 

Lost Kingdoms does offer a competitive two-player mode, however, inviting players to pit their decks against each other, with the victor gaining spoils from her opponent's deck. But in either one- or two-player mode, the lack of clear indication as to a card's elemental nature makes quick decisions difficult to cut; I must often pause during a battle to reference my card statistics to see what card does what. 

Lost Kingdoms is not what I expected. It's a non-traditional RPG; as someone who's never caught the Magic: The Gathering or Pokemon crazes, my first impression was that I'd dislike Lost Kingdoms. I was pleasantly proven wrong. 

All is not lost; the future for GameCube RPGs is bright.


This article is copyright (c) 2002, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 17-Jun-02

Spider-Man: The Movie

Posted in gcn by kgagne on Apr 22nd, 2002
Title  : Spider-Man: The Movie
Platforms  : Sony PlayStation 2, Microsoft Xbox, Nintendo GameCube
Publisher  : Activision
ESRB Rating  : Everyone
Game Rating  : 9.1
Review by  : Ken Gagne

With great power comes great possibilities. 

Spider-Man starred in one of the finest superhero video games ever a few years ago, but disappointed fans with a lackluster sequel. Our friendly neighborhood wall-crawler is again swinging from the pinnacles of perfection in a new, 128-bit game from publisher Activision and developer Treyarch (PlayStation 2 version reviewed here). 

Though based on next month's movie, the game doesn't spoil the general plot for anyone already familiar with the Spider-Man saga. Players are given the rare opportunity to control the fabled web slinger from his origin, as he hunts the thug who murdered Uncle Ben. From there it's a tour-de-force of Spidey's rogues gallery, with special emphasis on the Green Goblin. 

Spider-Man's versatile repertoire is yanked right from the pages of his comic book. He may not be able to spin a web any size, but he can certainly catch thieves just like flies. His web slingers can be fired as a weapon, used to create a defensive shield, or to tie up enemies. But primarily, Spidey slings from building to building, nook to cranny, and wall to wall, doing whatever a spider can. 

Some levels place an unfortunate focus on fighting, with plenty of punch-kick power-ups for Spidey to acquire. But balancing this frustration are all-new, all-aerial levels. Whether it's battling a foe or racing across town to defuse bombs, this constant swinging suggests a sense of flight and freedom that only Spider-Man could have. The tight camera control serves our airborne icon well, allowing players to keep track of their surroundings, obstacles, and opponents. 

Spider-Man's web of comic book-style gameplay ensnares not only level design, but also boss battles. From the the Shocker to the Vulture, you feel like you're really fighting Spidey's classic villains — not just some generic video game bosses. These nemeses appear in environments that allow them to take full advantage of their powers, making a fierce threat against the webhead's life. Such challenging scenarios preserve the intentions of Spider-Man's creators, making him and his foes a unique, memorable, and powerful cast, whether it's in a comic book or a video game. 

This game does not greatly expand the gameplay of its predecessors, but it does more deeply explore aspects of Spider-Man's world. For example, this game makes more a web-slinger of Spidey than it does a wall-crawler. After the poor showing developer Vicarious Visions made in Spider-Man 2: Enter Electro, even this lack of innovation is acceptable in exchange for a return to excellent gameplay. The four difficulty settings make the game accessible to most gamers, though the loss of a "kid friendly" control scheme may deter younger gamers, who are now confronted with a plethora of web schemes. At "Normal" difficulty setting, most players will take only a day or two to put the Green Goblin in his place. 

The PlayStation 2 brings the Big Apple to life like never before. Gone are the barren boulevards of previous games; Spider-Man is now a denizen of a bustling metropolis of citizens and vehicles, as usually viewed from on high among the towering buildings. Peter Parker's alter-ego swings from unseen precipices, flexing his honed muscles with each new web. Some character models are based a bit too much on Hollywood costumes, but the full-motion video sequence between levels are realistic enough. 

The light soundtrack is somewhat reminiscent of John Williams' work. A lack of ambient sound from bustling city traffic is noticeable, as is the weird megaphone effect of impressed pedestrians calling out to the passing web slinger. Voice acting is provided by the stars of the movie. Tobey McGuire still sounds like an unconfident "Pleasantville" high school student — which is, admittedly, closer to Peter Parker's true nature than the mature adaptations we're used to. Spider-Man's spotlight is nearly stolen by the occasional narration of superstar Bruce Campbell and his typically wry sense of humor. 

Radioactive blood does not a good game make, as the previous Spider-Man game demonstrated. But developer Treyarch has created a compelling action title that demonstrates their understanding of the wall crawler. Hey there — here comes Spider-Man!


This article is copyright (c) 2002, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 22-Apr-02

Spider-Man: The Movie

Posted in ps2 by kgagne on Apr 22nd, 2002
Title  : Spider-Man: The Movie
Platforms  : Sony PlayStation 2, Microsoft Xbox, Nintendo GameCube
Publisher  : Activision
ESRB Rating  : Everyone
Game Rating  : 9.1
Review by  : Ken Gagne

With great power comes great possibilities. 

Spider-Man starred in one of the finest superhero video games ever a few years ago, but disappointed fans with a lackluster sequel. Our friendly neighborhood wall-crawler is again swinging from the pinnacles of perfection in a new, 128-bit game from publisher Activision and developer Treyarch (PlayStation 2 version reviewed here). 

Though based on next month's movie, the game doesn't spoil the general plot for anyone already familiar with the Spider-Man saga. Players are given the rare opportunity to control the fabled web slinger from his origin, as he hunts the thug who murdered Uncle Ben. From there it's a tour-de-force of Spidey's rogues gallery, with special emphasis on the Green Goblin. 

Spider-Man's versatile repertoire is yanked right from the pages of his comic book. He may not be able to spin a web any size, but he can certainly catch thieves just like flies. His web slingers can be fired as a weapon, used to create a defensive shield, or to tie up enemies. But primarily, Spidey slings from building to building, nook to cranny, and wall to wall, doing whatever a spider can. 

Some levels place an unfortunate focus on fighting, with plenty of punch-kick power-ups for Spidey to acquire. But balancing this frustration are all-new, all-aerial levels. Whether it's battling a foe or racing across town to defuse bombs, this constant swinging suggests a sense of flight and freedom that only Spider-Man could have. The tight camera control serves our airborne icon well, allowing players to keep track of their surroundings, obstacles, and opponents. 

Spider-Man's web of comic book-style gameplay ensnares not only level design, but also boss battles. From the the Shocker to the Vulture, you feel like you're really fighting Spidey's classic villains — not just some generic video game bosses. These nemeses appear in environments that allow them to take full advantage of their powers, making a fierce threat against the webhead's life. Such challenging scenarios preserve the intentions of Spider-Man's creators, making him and his foes a unique, memorable, and powerful cast, whether it's in a comic book or a video game. 

This game does not greatly expand the gameplay of its predecessors, but it does more deeply explore aspects of Spider-Man's world. For example, this game makes more a web-slinger of Spidey than it does a wall-crawler. After the poor showing developer Vicarious Visions made in Spider-Man 2: Enter Electro, even this lack of innovation is acceptable in exchange for a return to excellent gameplay. The four difficulty settings make the game accessible to most gamers, though the loss of a "kid friendly" control scheme may deter younger gamers, who are now confronted with a plethora of web schemes. At "Normal" difficulty setting, most players will take only a day or two to put the Green Goblin in his place. 

The PlayStation 2 brings the Big Apple to life like never before. Gone are the barren boulevards of previous games; Spider-Man is now a denizen of a bustling metropolis of citizens and vehicles, as usually viewed from on high among the towering buildings. Peter Parker's alter-ego swings from unseen precipices, flexing his honed muscles with each new web. Some character models are based a bit too much on Hollywood costumes, but the full-motion video sequence between levels are realistic enough. 

The light soundtrack is somewhat reminiscent of John Williams' work. A lack of ambient sound from bustling city traffic is noticeable, as is the weird megaphone effect of impressed pedestrians calling out to the passing web slinger. Voice acting is provided by the stars of the movie. Tobey McGuire still sounds like an unconfident "Pleasantville" high school student — which is, admittedly, closer to Peter Parker's true nature than the mature adaptations we're used to. Spider-Man's spotlight is nearly stolen by the occasional narration of superstar Bruce Campbell and his typically wry sense of humor. 

Radioactive blood does not a good game make, as the previous Spider-Man game demonstrated. But developer Treyarch has created a compelling action title that demonstrates their understanding of the wall crawler. Hey there — here comes Spider-Man!


This article is copyright (c) 2002, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 22-Apr-02