Mortal Kombat: When Worlds Collide

Posted in News by kgagne on Apr 23rd, 2008

The Mortal Kombat franchise has taken some unusual turns over the years — some great, some not so much. Reinvention and innovation are necessary to keep the series fresh … but I never expected anything as drastic as this:

I posited such a union once upon an April Fool's, and had the above trailer been posted three weeks earlier, I would've taken it in the same vein. Though Capcom's crew can combat the Uncanny X-Men, this parallel merger seems unlikely. The vibrancy and lightheartedness of Street Fighter and Darkstalkers combined well with comic book lore, whereas the darker tones of Mortal Kombat don't seem as feasible a match with the All-American Boy Scout that is the Last Son of Krypton. Nonetheless, the promotion seems authentic, and we truly will see the fighters of Mortal Kombat dueling against the heroes of the DC Universe later this year.

Who will be in the final roster? Will we see if a ninja stand up to Superman? Or who is hotter, Scorpion or Etrigan? As long as it is better than the last DC fighting game I played, this showdown might stand a chance. Time will tell!

Spy Hunter 2

Posted in gcn by kgagne on Jan 27th, 2004
Title  : Spy Hunter 2
Platforms  : Sony PlayStation 2, Microsoft Xbox, Nintendo GameCube
Publisher  : Midway
ESRB Rating  : Teen
Game Rating  : 5.5
Review by  : Ken Gagne

Spy Hunter, a classic coin-op of the Eighties, was successfully remade into a modern title that captured the spirit, if not the mechanics, of the original. 

Developers often hunt for innovation to enliven sequels. But in this case, what made the original Spy Hunter remake a triumph has been abandoned, leaving publisher Midway with a mundane and unspectacular husk for PlayStation 2, Microsoft Xbox, and Nintendo GameCube. [PS2 version reviewed here] 

Players still engage in vehicular combat as they progress through global stages, fighting terrorist cells. Though the concept is the same, the execution is not. The faults begin with the vehicle of choice, as vintage Interceptor super spy car has been remodeled for this sequel. The original G6155 has been emasculated into a far less effectual, "new and improved" G8155. The amount of damage the main vehicle can sustain is minimal, shedding its shell at a moment's notice into weaker motorcycle and jet ski models that look like rejects from a Terminator movie. As any of these units become damaged, their capacity to locomote decreases; what good is a crippled spy vehicle? Even the ability to traverse rough terrain is impaired, requiring players to manually engage an off-road mode. The speed boost, once a finite but renewable utility, is now granted a set number of times per level. 

The changes don't stop with the wheels. Formerly a loner, Alec Sects, the man behind the wheel, has teamed up with a female spy, and though Bond set the precedent of working with attractive counterparts, Alec has always been a mysterious loner. Making him part of a team has, in my eyes, weakened his "cool" factor in this sequel. Granted, he always had help from the mysterious weapons van, but its form in this game is just silly, especially when players briefly take control of its turret. 

The game structure has also been altered from the original's controversial requirement to complete multiple goals to access further levels. I found this style added depth to each stage, requiring gamers to fully explore and master each course beyond the primary objective. Along with perfect execution, the pre-rendered entrances, exits, and passing attempt at a plot cemented the game's cinematic spy style. 

Spy Hunter 2 is more focused on getting players from start to finish without looking back. Secondary goals are just that, and are no longer essential to unlocking further development. The story and non-interactive graphic sequences are mostly absent, shedding the polish of its predecessor. 

The graphics have also been reduced from their original quality. The vehicle itself has become a more solid mass of gray, lacking the lustre and detail of the prior Interceptor. An intuitive health meter, decreasing with damage, has been replaced with a damage meter that increases. The cockpit view has been completely eliminated, and the rear view mirror is just small enough to be useless, while still taking up a portion of the screen. Pushing down on the analog stick completely reverses the camera, but this angle cannot be maintained while simultaneously steering left or right, rendering it, too, useless. 

Years after the Sony PlayStation 2 came out, I finally found for it a piece of software I liked: Spy Hunter. To see what has become of the sequel truly saddens me, but there's no sense hunting for quality that isn't there; Spy Hunter 2 is the game that came in from the cold with none of the entertaining qualities of any of its predecessors.


This article is copyright (c) 2004, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Tech News, 27-Jan-04

Spy Hunter 2

Posted in ps2 by kgagne on Jan 27th, 2004
Title  : Spy Hunter 2
Platforms  : Sony PlayStation 2, Microsoft Xbox, Nintendo GameCube
Publisher  : Midway
ESRB Rating  : Teen
Game Rating  : 5.5
Review by  : Ken Gagne

Spy Hunter, a classic coin-op of the Eighties, was successfully remade into a modern title that captured the spirit, if not the mechanics, of the original. 

Developers often hunt for innovation to enliven sequels. But in this case, what made the original Spy Hunter remake a triumph has been abandoned, leaving publisher Midway with a mundane and unspectacular husk for PlayStation 2, Microsoft Xbox, and Nintendo GameCube. [PS2 version reviewed here] 

Players still engage in vehicular combat as they progress through global stages, fighting terrorist cells. Though the concept is the same, the execution is not. The faults begin with the vehicle of choice, as vintage Interceptor super spy car has been remodeled for this sequel. The original G6155 has been emasculated into a far less effectual, "new and improved" G8155. The amount of damage the main vehicle can sustain is minimal, shedding its shell at a moment's notice into weaker motorcycle and jet ski models that look like rejects from a Terminator movie. As any of these units become damaged, their capacity to locomote decreases; what good is a crippled spy vehicle? Even the ability to traverse rough terrain is impaired, requiring players to manually engage an off-road mode. The speed boost, once a finite but renewable utility, is now granted a set number of times per level. 

The changes don't stop with the wheels. Formerly a loner, Alec Sects, the man behind the wheel, has teamed up with a female spy, and though Bond set the precedent of working with attractive counterparts, Alec has always been a mysterious loner. Making him part of a team has, in my eyes, weakened his "cool" factor in this sequel. Granted, he always had help from the mysterious weapons van, but its form in this game is just silly, especially when players briefly take control of its turret. 

The game structure has also been altered from the original's controversial requirement to complete multiple goals to access further levels. I found this style added depth to each stage, requiring gamers to fully explore and master each course beyond the primary objective. Along with perfect execution, the pre-rendered entrances, exits, and passing attempt at a plot cemented the game's cinematic spy style. 

Spy Hunter 2 is more focused on getting players from start to finish without looking back. Secondary goals are just that, and are no longer essential to unlocking further development. The story and non-interactive graphic sequences are mostly absent, shedding the polish of its predecessor. 

The graphics have also been reduced from their original quality. The vehicle itself has become a more solid mass of gray, lacking the lustre and detail of the prior Interceptor. An intuitive health meter, decreasing with damage, has been replaced with a damage meter that increases. The cockpit view has been completely eliminated, and the rear view mirror is just small enough to be useless, while still taking up a portion of the screen. Pushing down on the analog stick completely reverses the camera, but this angle cannot be maintained while simultaneously steering left or right, rendering it, too, useless. 

Years after the Sony PlayStation 2 came out, I finally found for it a piece of software I liked: Spy Hunter. To see what has become of the sequel truly saddens me, but there's no sense hunting for quality that isn't there; Spy Hunter 2 is the game that came in from the cold with none of the entertaining qualities of any of its predecessors.


This article is copyright (c) 2004, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Tech News, 27-Jan-04

Spy Hunter 2

Posted in xbox by kgagne on Jan 27th, 2004
Title  : Spy Hunter 2
Platforms  : Sony PlayStation 2, Microsoft Xbox, Nintendo GameCube
Publisher  : Midway
ESRB Rating  : Teen
Game Rating  : 5.5
Review by  : Ken Gagne

Spy Hunter, a classic coin-op of the Eighties, was successfully remade into a modern title that captured the spirit, if not the mechanics, of the original. 

Developers often hunt for innovation to enliven sequels. But in this case, what made the original Spy Hunter remake a triumph has been abandoned, leaving publisher Midway with a mundane and unspectacular husk for PlayStation 2, Microsoft Xbox, and Nintendo GameCube. [PS2 version reviewed here] 

Players still engage in vehicular combat as they progress through global stages, fighting terrorist cells. Though the concept is the same, the execution is not. The faults begin with the vehicle of choice, as vintage Interceptor super spy car has been remodeled for this sequel. The original G6155 has been emasculated into a far less effectual, "new and improved" G8155. The amount of damage the main vehicle can sustain is minimal, shedding its shell at a moment's notice into weaker motorcycle and jet ski models that look like rejects from a Terminator movie. As any of these units become damaged, their capacity to locomote decreases; what good is a crippled spy vehicle? Even the ability to traverse rough terrain is impaired, requiring players to manually engage an off-road mode. The speed boost, once a finite but renewable utility, is now granted a set number of times per level. 

The changes don't stop with the wheels. Formerly a loner, Alec Sects, the man behind the wheel, has teamed up with a female spy, and though Bond set the precedent of working with attractive counterparts, Alec has always been a mysterious loner. Making him part of a team has, in my eyes, weakened his "cool" factor in this sequel. Granted, he always had help from the mysterious weapons van, but its form in this game is just silly, especially when players briefly take control of its turret. 

The game structure has also been altered from the original's controversial requirement to complete multiple goals to access further levels. I found this style added depth to each stage, requiring gamers to fully explore and master each course beyond the primary objective. Along with perfect execution, the pre-rendered entrances, exits, and passing attempt at a plot cemented the game's cinematic spy style. 

Spy Hunter 2 is more focused on getting players from start to finish without looking back. Secondary goals are just that, and are no longer essential to unlocking further development. The story and non-interactive graphic sequences are mostly absent, shedding the polish of its predecessor. 

The graphics have also been reduced from their original quality. The vehicle itself has become a more solid mass of gray, lacking the lustre and detail of the prior Interceptor. An intuitive health meter, decreasing with damage, has been replaced with a damage meter that increases. The cockpit view has been completely eliminated, and the rear view mirror is just small enough to be useless, while still taking up a portion of the screen. Pushing down on the analog stick completely reverses the camera, but this angle cannot be maintained while simultaneously steering left or right, rendering it, too, useless. 

Years after the Sony PlayStation 2 came out, I finally found for it a piece of software I liked: Spy Hunter. To see what has become of the sequel truly saddens me, but there's no sense hunting for quality that isn't there; Spy Hunter 2 is the game that came in from the cold with none of the entertaining qualities of any of its predecessors.


This article is copyright (c) 2004, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Tech News, 27-Jan-04

Haven: Call of the King

Posted in ps2 by kgagne on Dec 16th, 2002
Title  : Haven: Call of the King
Platforms  : Sony PlayStation 2
Publisher  : Midway
ESRB Rating  : Teen
Game Rating  : 3.7
Review by  : Ken Gagne

Many games try to be many things. Few games have claimed to be more, and failed at so much, as Haven: Call of the King, a PlayStation 2 game from Midway. 

Haven is the titular name of the main character, a young lad on a foreign planet enslaved to an evil dictator named Vetch. This conqueror controls the antidote to the poison with which he has infected his servants. To continue his rule unthreatened, he must eliminate Haven, who has begun having prophetic dreams of an ancient king who will return to his people in their time of need. 

Midway touts Haven's "Freeformer" gameplay, which supposedly allows Haven to seamlessly transition from one genre of gameplay to another. One moment, Haven may be jumping from platform to platform; next, he'll be firing a cannon at enemy ships. After flying his jet pack to extinguish a towering inferno, he may hop into a speedboat to race across the lake. 

Though these transitions are seamless, they are also pointless. Even Super Mario Sunshine had Nintendo's plumber firing rockets from a monorail, but it made no claims to be anything other than an excellent platformer. 

If Haven tried harder, it might be a decent platformer, too. There are some tense moments when the hero must leap from toppling pillar to pillar, and classic sequences of avoiding falling boulders and the like. But Haven is bogged down by too much lackluster gameplay. Each level comes without story or direction, leaving the player to pause the game and consult a checklist of activities that need to be accomplished. No matter the context, such unadorned shopping lists are still unexciting. Why is Haven going through these motions, anyway? In the first level, he wants to go to the mines to find his friend. So why is he assaulting enemy guards with his yo-yo and smashing his speedboat into power generators? Is he making a trip, or inciting a riot? I would accept either rhyme or reason for these actions; sadly, I find neither. 

Even the standard platforming sequences have their flaws. A central focus for Haven are pots: red pots, green pots, hint pots, smoke pots. Every room, platform, and corner has a pot, many of which are essential to Haven's progress. Players must learn to distinguish the various types, which ones can and can't be broken, which are helpful and which aren't. Otherwise they'll enjoy more than a few fireballs in the face, or overlook necessary hidden items. 

Though the graphics are from the imagination of illustrator Rodney Mattews, they are no more attractive than any other platform game. The camera angle keeps a tight view on the action, and the world itself is colorful, but the graphics comprise a immature overall look. The characters have the wide eyes of children, and the voice actors would be more at home in a Saturday morning cartoon. 

I'm sorry, Haven, but whatever you're trying to do here, it isn't going to work. Don't try to be something you're not, and don't claim typicality to be an innovation. It's your only salvation.


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

Original publication: Sentinel & Enterprise, 16-Dec-02

Shadow Hearts

Posted in ps2 by kgagne on Jan 14th, 2002
Title  : Shadow Hearts
Platforms  : Sony PlayStation 2
Publisher  : Midway
ESRB Rating  : Mature
Game Rating  : 8.9
Review by  : Ken Gagne

The occult and macabre found a place in gaming when Silent Hill, a survival-horror game, employed them to unforgettable effect. Shadow Hearts, a PlayStation 2 game from Midway, brings those same aspects to the role-playing game (RPG) genre. Unlike Silent Hill, Shadow Hearts ignores subtlety in favor of continuous action and player interaction, succeeding in an offbeat and fun game. 

It's 1914 China. Fifteen years after his last defeat, a demonic evildoer intends to again attempt an invocation to bring Hell to Earth. But an unlikely group of heroes, each with his or her own strange powers and histories, may prove more of a hindrance than he expects. 

There's no mysterious fog or other attempts to surprise here; Shadow Hearts is about as blunt as having your evening dinner interrupted by a rotten corpse falling onto your table. The mystical isn't to shock the players, but to establish setting: accepting the main characters as exorcists is easier when facing the proper opponents. Such oddities as contemporary lingo, cellular phones, and "Taoist magic" place Shadow Hearts firmly in the realm of historical fantasy. 

A significant gameplay feature is the Judgment Ring — a misnomer, as there is no judgment involved, only timing. Players are required to stop a moving clock hand within narrowly-defined sections of the Ring to produce positive results. Despite being used for everything from battle to buying items, the Judgment Ring does not grow tedious, as it is innovative and quickly executed. It also presents many interesting gameplay opportunities, including item and attack combinations that affect the status of the Ring. 

There is a refreshing lack of arenas for players to explore. The transcendental troupe travels throughout Eurasia, but conflict tends to seek them out as well. There are a few deep dungeons and tall towers, but major battles are as likely to occur in towns and on trains. Very little time is wasted backtracking through hordes of minor monsters; instead, there's constant story progression and regular boss battles, many which will tax a player's offensive and defense strategies. Stocking up on healing items and selecting the right party members for each combat are essential preparations. 

The gameplay and story outperform the game's presentation. The music has interesting riffs that work well with the morbid themes, but sound odd for a game set so early in the 20th century. There is gratefully little voice acting, which is some of the worst of any video game — yet precious little of the high-quality video sequences. Instead, most of the cinematic cut scenes employ the standard character models, which are incredibly fluid and perform admirably in any environment, be it discussion, exploring, or battle. Magic spells' special effects are surprisingly unspectacular. 

Shadow Hearts doesn't seem like it should be as fun a game as it is. There's little minutia for players to be engrossed in; if not for its difficulty and enjoyability, Shadow Hearts could be considered "RPG lite." But its unique setting and genuinely likable characters make for a bright choice among PlayStation 2 RPGs.


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

Original publication: Sentinel & Enterprise, 14-Jan-02

Spy Hunter

Posted in gcn by kgagne on Oct 15th, 2001
Title  : Spy Hunter
Platforms  : Sony PlayStation 2, Microsoft Xbox, Nintendo GameCube, Windows
Publisher  : Midway
ESRB Rating  : Teen
Game Rating  : 9.0
Review by  : Ken Gagne

Gentlemen: on your mark, get set — Gunn it! 

Peter Gunn, the TV theme song, returns from the Eighties with the video game it is so well known to accompany: Spy Hunter, a modern recreation by Midway. [PS2 version reviewed here] 

It's the end of the world as we know it, if the evil crime syndicate Nostra has its way. International Espionage Services has deployed the G-6155 Interceptor vehicle, piloted by an agent last seen in 1983. Players will need the car's smoke screens, oil slicks, and missiles to complete the many missions that await. 

Though some of the original Spy Hunter's spirit is present, this sequel is almost entirely new. The overhead perspective has been exchanged for the now-standard view from just behind and above the car. Rather than infinite play, the game is now divided into mission-based levels where the player has some choice of paths, but the end result is the same. Some levels are aquatic in nature, for which the Interceptor adapts by converting to a boat; regardless of the terrain, a weapons van is often available to replenish ammunition and repair damage. 

The missions are scattered across the globe, each with a primary objective necessary for success. Secondary goals can involve finding hidden satellites, destroying enemy installations, and minimizing civilian casualties. Access to each consecutive stage requires a higher minimum of objectives met, so that as the game progresses, the margin for error narrows. Continuous replaying and learning of each course is essential to meet all goals. Exemplary performance unlocks additional extras, such as music videos, gameplay features, and more. This layout of gameplay works well to challenge gamers at varying levels while increasing the game's replay value. 

The game's action-oriented nature is reflected in its controls. Unlike racing simulations, players needn't worry about standard vs. automatic, or drift steering; with the Interceptor, it's just point and go. Reverse involves pushing down on the analog stick, which makes turning left and right difficult. The L1 and L2 buttons choose offensive and defensive weapons, while R1 and R2 fire. It would be convenient to map regularly-used weapons, such as swarm missiles, to their own buttons, but that option is not available. 

Spy Hunter tips its hat to its espionage lineage with a soundtrack heavily influenced by James Bond and the like. Whether you're cruising the canals of Venice or a South American rain forest, the tunes keep pace with the game's action. Variations on the Peter Gunn tune abound, though the lyrical grunge rendition of the theme does the Spy Hunter heritage no favors. Plenty of sound effects accompany the Interceptor's engine and weapons, and serve as audible clues of overhead helicopters and other aggressors. 

This PlayStation 2 game is a sterling example of how new and old can be amalgamated. The Interceptor may not have the best handling of any video game vehicle, but no car can touch it in the "cool" factor. So get back behind the wheel and prepare to be hunted.


This article is copyright (c) 2001, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 15-Oct-01

Spy Hunter

Posted in pc by kgagne on Oct 15th, 2001
Title  : Spy Hunter
Platforms  : Sony PlayStation 2, Microsoft Xbox, Nintendo GameCube, Windows
Publisher  : Midway
ESRB Rating  : Teen
Game Rating  : 9.0
Review by  : Ken Gagne

Gentlemen: on your mark, get set — Gunn it! 

Peter Gunn, the TV theme song, returns from the Eighties with the video game it is so well known to accompany: Spy Hunter, a modern recreation by Midway. [PS2 version reviewed here] 

It's the end of the world as we know it, if the evil crime syndicate Nostra has its way. International Espionage Services has deployed the G-6155 Interceptor vehicle, piloted by an agent last seen in 1983. Players will need the car's smoke screens, oil slicks, and missiles to complete the many missions that await. 

Though some of the original Spy Hunter's spirit is present, this sequel is almost entirely new. The overhead perspective has been exchanged for the now-standard view from just behind and above the car. Rather than infinite play, the game is now divided into mission-based levels where the player has some choice of paths, but the end result is the same. Some levels are aquatic in nature, for which the Interceptor adapts by converting to a boat; regardless of the terrain, a weapons van is often available to replenish ammunition and repair damage. 

The missions are scattered across the globe, each with a primary objective necessary for success. Secondary goals can involve finding hidden satellites, destroying enemy installations, and minimizing civilian casualties. Access to each consecutive stage requires a higher minimum of objectives met, so that as the game progresses, the margin for error narrows. Continuous replaying and learning of each course is essential to meet all goals. Exemplary performance unlocks additional extras, such as music videos, gameplay features, and more. This layout of gameplay works well to challenge gamers at varying levels while increasing the game's replay value. 

The game's action-oriented nature is reflected in its controls. Unlike racing simulations, players needn't worry about standard vs. automatic, or drift steering; with the Interceptor, it's just point and go. Reverse involves pushing down on the analog stick, which makes turning left and right difficult. The L1 and L2 buttons choose offensive and defensive weapons, while R1 and R2 fire. It would be convenient to map regularly-used weapons, such as swarm missiles, to their own buttons, but that option is not available. 

Spy Hunter tips its hat to its espionage lineage with a soundtrack heavily influenced by James Bond and the like. Whether you're cruising the canals of Venice or a South American rain forest, the tunes keep pace with the game's action. Variations on the Peter Gunn tune abound, though the lyrical grunge rendition of the theme does the Spy Hunter heritage no favors. Plenty of sound effects accompany the Interceptor's engine and weapons, and serve as audible clues of overhead helicopters and other aggressors. 

This PlayStation 2 game is a sterling example of how new and old can be amalgamated. The Interceptor may not have the best handling of any video game vehicle, but no car can touch it in the "cool" factor. So get back behind the wheel and prepare to be hunted.


This article is copyright (c) 2001, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 15-Oct-01