The Video Game Critic's
Playstation 2 Reviews S

Last modified 2008/11/27. Screen shots courtesy of IGN.com, Gaming Age Online.

The Video Game Critic rates games in comparison to other games for the same system.
The overriding criteria is how fun the game is to play, although control, graphics, and sound are also taken into account.

SOCOM US Navy Seals
Grade: C+
Publisher: Sony (2002)
Reviewed: 2003/6/25
Rating: Mature

For those of you who enjoy the stealth action of games like Metal Gear Solid or Splinter Cell, SOCOM is for you. It immerses you in a series of covert missions where you lead a four-man squad into dangerous territory. Utilizing your squad properly is crucial to completing each mission's objectives, and a pair of headphones is included with SOCOM to help keep in touch with your team members. It not only lets you receive radio orders in the field (your commander talks directly through your headset - not the TV), but you can even issue voice commands to your fellow soldiers. It's mostly a gimmick (orders can be entered using the controller also), but it does add realism. Like other stealth games, you can snipe bad guys from a distance, sneak up and whack them over the head, hide bodies, and take prisoners along the way. The controls are fairly intuitive, with appropriate action icons appearing on the screen depending on the situation. SOCOM requires a great deal of patience, and it can take HOURS to get comfortable with commanding your troops (reading the manual helps). This is definitely more complicated than Splinter Cell, but not quite as fun due to some annoying flaws. For one thing, your men don't always act intelligently and often get in your way (hanging out in a doorway for example). Likewise, the terrorists act pretty stupid at times. If you shoot at one around a corner, you'd expect him to run for cover, but this is not always the case. The missions can be confusing, and despite a labeled map it's often hard to determine where to go or what to do. SOCOM is for strategic minded gamers only. It requires a sizeable time investment, but there is a real sense of accomplishment when you complete a mission. SOCOM is probably better known for its online mode, but I don't like to play online, so I haven't tried it. © Copyright 2003 The Video Game Critic.
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1 player 

SSX
Grade: B
Publisher: Electronic Arts (2000)
Reviewed: 2001/1/15

I've never played a game that conveys the wild, almost-out-of-control feel of snowboarding like SSX. Its gameplay is a combination of Cool Boarders and Tony Hawk, but the graphics are in a league of their own. SSX sends you careening down jaw-dropping steep slopes and over cliffs, not to mention half-pipes, corkscrews, loops, rails, shortcuts, and ramps. The realistic physics, smooth framerate, and sheer speed provide one heck of a rush. None of the eight courses look or play the same, and they are all incredibly LONG (almost ten minutes per run!). And the framerate doesn't suffer at all in the two-player split screen mode. The exceptional background music is an eclectic mix of tunes that smoothly transition from one beat to the next. Finely tuned controls make slicing through the snow seem like second nature. Although it's easy to stick to the course, you can leave the trail and find plenty of surprises on the outskirts as well. There is a learning curve to perform tricks, which are much easier to pull off once you get familiar with the courses. With most snowboarding games, tricks are fun but there's little incentive to perform them. SSX addresses that problem by providing "turbo" for each trick you perform. The fancier the trick, the more you're awarded. The courses are the star here, but you'll have to win your way through tournaments to open them up, which is easier said than done. Some courses, like the night city skyscraper track, are absolutely terrific, but EA went off the deep end with some of the later ones. The last one is more like a funhouse than a ski slope, and it's more confusing than fun. © Copyright 2001 The Video Game Critic.
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1 or 2 players 

SSX 3
Grade: B+
Publisher: Electronic Arts (2003)
Reviewed: 2004/3/27
Rating: Everyone

This third edition of the popular snowboarding series pushes the envelope a little further, with more characters, bigger and better tracks, and a slew of new options and modes. The graphics are stunning, with misty redwood forests, slippery ice tunnels, awesome drops, and a nighttime city stage that's utterly spectacular. When you're weaving around the huge skyscrapers and get a glimpse at the harbor at the bottom on the hill, it's an amazing sight to behold. EA went a little crazy with the rails this time - they twist and turn all over the place, but they're undeniably fun to grind. The courses tend to have multiple paths and plenty of hidden shortcuts. As usual, the control is so good that you'll feel as one with the snowboard as you slice through the crisp snow and whip around banked turns. Executing tricks is a breeze, and when you get crazy air you can pull off an insane number of combos. A brand-new "recovery meter" lets you tap the square button to gracefully recover from spills. The music is an eclectic but appealing mix of techno and alternate rock. A DJ provides useful information as you approach your next hill, and he's not too annoying thank goodness. Responsive controls and silky smooth animation make careening down the slopes an almost relaxing experience. There's a LOT to do in SSX 3. You can participate in normal races, enter "freestyle" competitions, or "free ride" to explore the mountain and collect items. With the money you earn you can increase your attributes, buy equipment, and deck you character out in any number of ways. One consequence of having so many options is a very confusing navigational system. You can access certain areas through menus, but others you are required to "ski to", which is a real hassle. Saving your game is needlessly confusing, and is NOT the same as saving your "records". I have one last criticism that applies to all the SSX games in general - the turbo is pretty weak. It's really not worth it to perform risky tricks during races to earn turbo. I found that avoiding tricks altogether is probably more effective when it comes to winning races. But other than that, SSX3 is still by far the best snowboarding game available. © Copyright 2004 The Video Game Critic.
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1 or 2 players 

SSX Tricky
Grade: B
Publisher: Electronic Arts (2001)
Reviewed: 2003/3/1
Rating: Everyone

This sequel to the popular snowboarding game is more of a "remix" than an all-new game. Still, it's packed with exciting and sometimes exhilarating snowboarding mayhem. The solid gameplay hasn't changed at all, but this game seems much easier than the first. Tricks are simpler to perform, fall recovery times are shorter, and the tracks are better designed and less confusing. Speaking of tracks, I was disappointed that there are only two new tracks, with the rest being revamped versions of the those from the original game. The most highly-touted new feature is the inclusion of "Uber" tricks, which are crazy airborne stunts that make you look like you're break dancing or riding a bull. There are several new wacky characters sporting "celebrity voices" from the likes of David Arquette, Macy Gray, and Lucy Lui. A new soundtrack includes Run-DMC and their classic rap song "It's Tricky". But this is just window dressing, and there some issues with the gameplay. First of all, the racers tend to "crowd up", making it too easy to go from first place to last (and vice versa). Next, the game is far too easy. If you've played through the first SSX, you could probably finish this in one sitting (for one character anyway). Finally, despite the emphasis on tricks, in fact you're more likely to win races by making a beeline for the finish. In the final analysis, I'd recommend SSX Tricky to new players, but original SSX owners should think twice before trading up. © Copyright 2003 The Video Game Critic.
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1 or 2 players 

Seek and Destroy
Grade: D+
Publisher: Takara (2002)
Reviewed: 2003/5/1
Rating: Teen (violence)

This cheap ($9.99) tank game turned out to be a pleasant surprise. You control a small tank on a series of missions where you fight alongside other friendly tanks. It's pretty exciting as the battle rages and shells explode all over the place. Some stages have specific objectives, but for the most part you're trying to wipe out all the enemy tanks. Seek and Destroy uses a "garage system" similar to Gran Turismo, allowing you to collect tanks and customize them in a variety of ways. I found the interface to be easy to navigate, except for saving your game, which is a real pain. There are 15 different tanks to collect and 100 customizable weapons and parts in all. The graphics and sound are pretty weak for a PS2 game, but the controls are simple to grasp, and you can adjust your turret independently of your tank's movement. I only wish my turret would remain at the same angle without having to readjust it constantly. Seek and Destroy requires some strategy in terms of weapon selection and battlefield tactics, and each mission is unique. Add in a two-player battle mode, 16 mini-games, and a virtual tank museum, and you have a decent value. © Copyright 2003 The Video Game Critic.
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1 or 2 players 

Sega Classics Collection
Grade: B-
Publisher: Sega (2005)
Reviewed: 2005/5/1
Rating: Teen (Blood, violence)

Several years ago, Sega announced plans to release "upgraded" versions of some of their classic franchises. Originally slated for the Dreamcast, these titles were meant to be sold at budget prices. This collection appears to be the remains of that effort, ported to the PS2. While some critics have scorned this package, I like it. If its purpose was to "remaster" the old games with better visuals, clearer sound, and additional options, Sega Classics Collection serves its purpose. It gets off to a good start with Alien Syndrome (B+), an impressive update of the overhead shooter that appeared on the Sega Master System (and NES). The object is to blast your way through alien-infested spaceships while rescuing the crewmembers. Unlike the original version, the ships are crawling with wall-to-wall monsters, and the action is non-stop. The improved control scheme incorporates a strafe button and smart bomb. The weapons are powerful, and blasting non-stop will net you some crazy "combos". I think I earned a 400+ combo, which has to be some kind of record. The boss encounters are uneven (some look dumb), but the edgy musical score is amazing. The explosive sound effects are also outstanding. Outrun (B) is another game that benefits from a 3D overhaul, with a silky smooth framerate and exotic beach environments which look sweet. Next up, Columns (B) is a Tetris-like puzzle game with relaxing music, addictive gameplay, and ample play variations. Fantasy Zone (B-) has got to be the queerest shooter ever (not that there's anything wrong with that). The cute, whimsical graphics are rendered in pastel colors, and "shopping" is a key element. The cell-shaded graphics are attractive, and the new 3D bonus stage is a nice touch. Fans of the original will instantly recognize the bouncy musical score. Monaco GP (C-) features an overhead perspective which severely limits your vision. It's playable with the "classic" tracks (mainly straight) but the new tracks (featuring 90-degree turns) are suicidal. Monaco also includes a four-player split-screen mode. Space Harrier (C) is a big step up from the pixilated sprites of the original. The gameplay isn't great (never was), but your targets look sharp and their distance is easier to judge. The new Virtua Racer (C) may be guilty of being too faithful to the original. Sure, the frame-rate is silky smooth but the graphics still include nasty pop-up and the same irritating screeching tires. Tant R (D) is a series of mini-puzzles, but some of these just gave me a headache. It's no surprise that it's combined with Bonanza Brothers (D), a slow-paced platformer that's equally annoying. The low point of the package has to be Golden Axe (F). As a huge fan of the Genesis game, I was chomping at the bit to play this new version. You'd think the new 3D models would enhance the visuals, but in fact the animation is choppy and the scenery is dull and non-interactive. One stage takes place entirely on a giant flying bird, so why are skeletons climbing out of the ground?! The controls are abhorrent, cheap hits abound and you face the same three enemies ad nauseum! Worst of all, when casting "magic spells", the effects appear to take place in some far away land! But despite its rough spots, Sega Classics Collection is respectable overall, and I appreciate how all the games save high scores. There's a lot of replay value here! If only the original versions of these games had been included, Sega Classics Collection would have been a must-own. © Copyright 2005 The Video Game Critic.
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1 or 2 players 

Sega Genesis Collection
Grade: A
Publisher: Sega (2006)
Reviewed: 2007/1/5
Rating: Teen (animated blood, violence)

Say what you will about Sega's recent track record, but in the 16-bit era, they were on fire. This disk truly shines with its collection of easy-to-play games from a simpler age. The graphics may be pixelated and the sound effects scratchy, but in a way, that just makes them more appealing. It's called old school charm. The Genesis emulation is the best I've seen, and only the most anal-retentive Sega aficionados will be able to detect any difference at all. I thought the Sonic "ring" sound effect was slightly off, but that's about it. For the first time, you can now save games in progress and high scores, and you get a degree of visual clarity not possible on the original Genesis console. I can't review all 28 games here, but I'll at least extend the courtesy of mentioning what titles are included (since most other reviews don't even bother). The collection is jam-packed with quality platformers, including Sonic the Hedgehog 1&2, Vectorman 1&2, Shinobi 3, Altered Beast, Shadow Dancer, Kid Chameleon, Decap Attack, and the underrated Ristar. The remarkable (but unforgiving) Comix Zone will blow your mind as you forge your way through the cells of an interactive comic book. The Golden Axe trilogy is included, but I found the third chapter (never before available in the US) to be a bit of a let down. The three Ecco the Dolphin games tend to be slow, but represent some of the most beautiful and thoughtfully designed games for the system. Another gem is Columns, with its addictive Tetris-style gameplay and relaxing organ music. RPG fans will appreciate the inclusion of Phantasy Stars 2-4 and Sword of Vermillion, especially since the batteries in the cartridge versions are probably long dead by now. The remaining titles have limited appeal, like the mediocre Alex Kid in the Enchanted Castle, the forgettable Flicky, the mildly-amusing Bonanza Bros., the tedious Gain Ground, the ill-advised 2D version of Virtua Fighter 2, and the shallow Super Thunder Blade with its antiquated scaling sprites. Bonuses include insightful interviews with the developers and arcade versions of Altered Beast, Future Spy, Tac-Scan, Zaxxon (!), and Zektor. All things considered, I am absolutely thrilled with this collection. No question about it, Sega Genesis Collection has enough material to keep a gamer busy for a very long time. Back in the day, I would have sold a kidney for this one. See my Sega Genesis section for individual reviews of many of these titles. © Copyright 2007 The Video Game Critic.
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1 or 2 players 

Shadow of Rome
Grade: B-
Publisher: Capcom (2005)
Reviewed: 2005/2/27
Rating: Mature (blood and gore, intense violence)

Not your usual gladiator hack-n-slash, Shadow of Rome is surprisingly ambitious, incorporating epic battles, stealth missions, chariot racing, and a storyline that nicely ties everything together. The main character is Agrippa, a former Roman soldier forced to become a gladiator to save his father, who's been wrongly accused of murdering Julius Caesar. Realistic in its portrayal of ancient Rome, the game uses real historical figures in a storyline that's both interesting and easy to follow. Despite the highbrow premise, the heart of the game is its brutal gladiator combat stages. Each features slightly different objectives, but all involve dismembering hordes of enemies and smashing them into bloody pulps. There are free-for-alls, team battles, trap filled arenas, fearsome animals, hostages to rescue, and forts to assault. The violence is unflinching, so much so that it's actually possible to beat a foe with his own severed arm! The awesome weapon selection includes swords, maces, bows, slings, spears, and morning stars. Some stages even contain catapults. The battles are pretty intense and a few caused me to work up a sweat. Shadow of Rome uses an innovative system to discourage the player from using the same attacks over and over. Demonstrating a wide variety of attacks fills your "excite meter". When fully charged, waving the crowd's attention causes them to toss out food and special weapons. The problem is, waving is done by pressing X and square simultaneously, and these are also your main two attack buttons. As a consequence, there were numerous times when I accidentally stopped and waved to the crowd with six barbarians bearing down on me (arghh!!). Another issue is the camera, adjustable with the right joystick. During battles you need to keep it in constant motion just to keep your main target in sight. In contrast to the bloody battles, quiet stealth missions slow down the tempo and help flesh out the storyline. These usually involve sneaking past guards, wearing disguises, and eavesdropping on conversations. Although thoughtfully designed, these stages feel contrived and after the first few I really got tired of them. Still, there are some genuinely heart-pounding moments, especially when you're incognito and questioned by guards. Shadow of Rome also includes chariot races, but unfortunately they don't appear until very late in the game (about 10 hours in!). That's a shame because they provide a nice change of pace. Graphically, Shadow of Rome's graphics are first-rate, with the most realistic faces and facial expressions I've ever seen in a video game. The well-crafted scenery features convincing stone textures and shiny marble floors. As a bonus, there's a mega-hottie named Claudia with a truly devastating figure (holy cow!). Shadow of Rome's dialogue quality is generally good, and a dramatic orchestrated soundtrack gives the game a cinematic quality. The skill level is fair and it never took me more than a few attempts to clear any stage. I wasn't a fan of the stealth stages, but I found the gory battles very satisfying. If you enjoy history and appreciate games with some variety, Shadow of Rome will not disappoint. © Copyright 2005 The Video Game Critic.
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1 player 

Shadow of the Colossus
Grade: B+
Publisher: Sony (2005)
Reviewed: 2005/11/18
Rating: Teen (blood, fantasy violence)

Being the jaded gamer that I am, few titles have a strong impact on me, but Shadow of the Colossus rocked my world. This epic adventure is one of the most ambitious and original titles I've played in years. The unofficial sequel to the critically acclaimed Ico (Sony 2001), Shadow puts you in the role of a young warrior, armed with a sword and bow, trying to take down a series of gargantuan rock creatures. Each stage begins with a brief journey to a titan's lair, and when the creature reveals itself, it's usually pretty dramatic. Some of these mythological behemoths tower well over 100 feet in height, and their massive scale is depicted very convincingly. When one of these giants looks down at you, it's actually quite alarming, and you're tempted to run. It doesn't take long to realize, however, that your miniscule size and considerable agility gives you a marked advantage over these slow, lumbering beasts. Each colossus requires a different approach to defeat, and determining the proper strategy for each one is half the battle. Although each titan is composed of stone, most have patches of "hair" which you can cling to and crawl around while searching for "weak points" to stab. Although you can simply climb up the leg of the first colossus, subsequent foes are not nearly that straightforward. Even when you do manage to latch onto a titan's body and begin climbing around, they will attempt to shake you off, and your "grip strength" will gradually diminish in the process. While Shadow of the Colossus boils down to a series of boss battles, locating each one requires a little bit of horse riding, exploration, and platform jumping. Each colossus is unique, and while some are more imposing than others, it's always interesting to see what form the next foe will take. The production values are top-shelf, with awe-inspiring landscapes, brilliant art direction, and lifelike animation that elevate the far-fetched premise to epic proportions. Visually the game is a work of art, and the musical score is one of the best I've heard in any video game. While Shadow is a landmark title in many regards, a few major flaws prevent it from living up to its potential. First, the camera system is a serious liability. The developers apparently couldn't decide whether to make the camera control automatic or manual, so they implemented an awkward, and often conflicting, combination of both. I swear I spent more time fighting with the camera than the monsters. Next, while the control scheme is well designed, its responsiveness is erratic to say the least. Simply trying to mount your horse requires considerable effort, and performing simple platform jumps can be needlessly difficult. I also encountered a nasty glitch that locked up my game. Still, in an age where every new title is either a sequel or derivation, Shadow of the Colossus stands tall as an original and unforgettable journey. © Copyright 2005 The Video Game Critic.
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1 player 

Shinobi
Grade: C-
Publisher: Sega (2002)
Reviewed: 2003/1/7
Rating: Mature (blood and gore, violence)

You know, I've played Shinobi on the Sega Master System, Genesis, and Saturn, but this new edition bears little resemblance to those, which is unfortunate. Previous games focused heavily on timing and strategy and emphasized projectile attacks. Barging into a new area/territory without scouting it out was generally a bad idea. But this new Shinobi is just the opposite. Not only do you pretty much hack and slash everything in sight, but if you don't do it quickly, your "cursed" sword drains your life! I'm not saying there's not some fun to be had with this. Slashing several thugs at once and watching them fall to pieces simultaneously can be pretty satisfying. But Shinobi is too repetitive and frustrating. There are too many bottomless pits to fall into, and I'm NOT a big fan of Shinobi's new ability to stick to walls. If I wanted to climb walls I'd play Spiderman. I don't even like Shinobi's new costume - he looks more like a Devil May Cry vampire than a ninja. I don't know why there are four "eyes" on his mask, and his much-ballyhooed flowing red scarf is nothing but eye candy. Personally I think he looks kind of queer in that thing. Other problems include poorly placed save points, boring and redundant level design, and excessive difficulty. On a positive note, the controls are tight, and his new "stealth dash" is pretty cool. But overall I found Shinobi to be a letdown. Especially after playing the superior Rygar, Shinobi feels undercooked in comparison. © Copyright 2003 The Video Game Critic.
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1 player 

Silent Hill 2
Grade: B+
Publisher: Konami (2001)
Reviewed: 2004/10/16
Rating: Mature (blood and gore, violence)

In this chilling sequel to the Playstation classic, you assume the role of a man stuck in a foggy, deserted town, searching for your lost wife while fending off a host of gruesome creatures. With the exception of improved fog and shadowing, the grainy graphics are not a huge step up from the original game, and the gameplay is virtually identical. Fortunately, Silent Hill 2 successfully recreates the same intense, spine-tingling atmosphere that gave me nightmares the first time around. Mainly set in an apartment complex, you'll hold your breath as you explore each new room. Most are pitch dark, and your weak flashlight provides precious little visibility, adding to the tension and uncertainty. A suspenseful but confusing storyline is conveyed via high-quality, frightening cut-scenes. The camera angles are dramatic but often disorienting, forcing you to constantly refer to the map. Thankfully, the helpful map automatically marks locked doors and other items of interest. Like the first game, Silent Hill 2's audio effects are effectively unnerving and occasionally alarming. Control is decent but feels sluggish when it comes to bludgeoning creatures. The worst aspect of the game is the fact that it's very easy to get stuck and not know what to do next. Otherwise Silent Hill 2 is a seriously creepy game that lives up to the lofty standards set by the original. © Copyright 2004 The Video Game Critic.
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1 player 

Silent Hill 3
Grade: B
Publisher: Konami (2003)
Reviewed: 2004/11/9
Rating: Mature (blood and gore, violence)

Silent Hill 3 kicks off with a stylish music video showing brief glimpses of hellish beasts and a teenage girl in distress. It's a nice preview, and the edgy music is so good that the soundtrack is actually included on a separate CD! It's a terrific bonus, loaded with depressing melodies and freaky, otherworldly beats. Silent Hill 3 plays much like previous Silent Hills, but this time you play a young girl whose trip to a shopping mall turns into a surreal nightmare. The empty shopping mall is creepy in a Dawn of the Dead sort of way, and the haunted amusement park is also fascinating. Other locations like the subway, sewers, and office building are less compelling but still eerie. The graphics look less grainy than Silent Hill 2, making it easy to see details in the scenery. As par for the series, there's not a clean toilet in sight. Like the previous chapters, most doors are locked, and thankfully the map marks them appropriately. Silent Hill 3's gameplay is quite stressful and frightening. Deformed creatures patrol dark hallways, although you can usually dash by them if you know where you're going. In terms of creature design, Konami went a little overboard this time. Most of these shambling freaks look like misshapen hunks of raw meat, although their ear-splitting screams do make them more frightening. The human models are nicely rendered with amazing lifelike faces. On the downside, the dialogue is uneven in quality and the voice acting often sounds stilted. But my main issue with Silent Hill 3 is the clumsy camera. Not only is it hard to see where you're heading, but it's often hard to keep the monsters you fight in view. A shoulder button lets you center the camera behind you, but the transition is slow and disorienting. Regardless, Silent Hill 3 is a great looking game that will keep you on the edge of your seat. © Copyright 2004 The Video Game Critic.
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1 player 

Silent Hill Origins
Grade: B+
Publisher: Konami (2008)
Reviewed: 2008/11/1
Rating: Mature (blood and gore, language, suggestive themes, violence)

The original Silent Hill (Playstation, 2000) was a terrifying horror classic that spawned a series of compelling sequels. But as with movies, when a franchise runs low on ideas they fall back on a prequel. Silent Hill Origins rewinds the timeline of the series and harkens back to the feel of the original game. In fact, the opening hospital stage (with psychotic nurses) could have been lifted directly from the first game. Thankfully the action soon moves to more original locations including a theater, butcher shop, motel, and sprawling sanitarium. You can freely roam the streets of town which are shrouded with fog and crawling with freakish monsters. Origins creates an intense atmosphere using the same devices that made previous Silent Hills so unnerving. The graphics are so purposely grainy that I thought there was a problem with my TV! Limited (and sometimes disorienting) camera angles convey a sense of paranoia, and the bizarre creatures move in a jerky, unnatural manner. But the most potent aspect of the game is its audio. I don't know where they came up with these spine-chilling sound effects, but they are genuinely alarming. A selection of freaky new creatures includes giant frozen chickens, shadows with floating head harnesses, and puppets on strings. Yes, puppets are inherently creepy, but these are positively terrifying! You can move between alternate realities via mirrors, but both worlds are pretty dark and twisted. The combat is straightforward, but some of the puzzles are too hard - especially in the early stages. Sometimes a very simple action is required (like flushing a toilet) in order to progress. I also dislike how your character can't run very far without becoming winded and slowing down. It's absolutely critical to obtain a map for each new area, because while there are hundreds of doors, about 90 percent of them are locked! The handy map marks everything for you, and you can bring it up at the touch of a button. Better yet, you can hold an unlimited supply of items, which is good considering you'll need to haul drip stands, typewriters, toasters, and even file cabinets! I didn't find Silent Hill Origins quite as scary as some of the previous games, but that may be because the formula has become so familiar. Even so, this dark adventure is definitely a thrill and the price is right. © Copyright 2008 The Video Game Critic.
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1 player 

Silent Scope 2: Dark Silhouette
Grade: B
Publisher: Konami (2001)
Reviewed: 2002/12/21
Rating: Mature (blood/violence)

As a big fan of the first Silent Scope (which I have on the Dreamcast), I was looking forward to more of the same arcade shooting action with Dark Silhouette, and I was not disappointed! The imaginative level designs in this game are perfect for sniping. The first stage takes place at London Bridge, with terrorists in the towers and the water below. The panoramic views and swinging camera angles make it a fun ride. From there you move onto a snow-covered enemy headquarters, which culminates in a wild high-speed snowboarding chase. Next, you'll try to stop the bad guys from taking off in an airplane. The gameplay hasn't changed much from the first game. You move a crosshair over a target, zoom in for precise aim, and can shoot the thugs in any part of their body. They react accordingly, and even take cover if you miss. You can earn bonuses by zooming in on hot-looking chicks, which turn up in the strangest places. A special "thermal" mode lets you locate targets in the dark, and this looks pretty cool. As far as the bosses go, their weak spots are usually their faces, and they're surprisingly easy to kill. As much as I like Silent Scope 2, I find that aiming the crosshairs using the PS2's analog stick is a bit too touchy, especially compared to the Dreamcast controller. Fortunately you can hold down the triangle to slow it down, and you WILL need to do this - a lot. Silent Scope 2 is fun while it lasts, but it's pretty short compared to most PS2 games. There are a few extra mission and training modes, but these mini games won't hold your interest for long. The only two-player option is via a link cable. All in all, I'd mainly recommend this to people who enjoyed the first game. © Copyright 2002 The Video Game Critic.
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1 or 2 players 

Silent Scope 3
Grade: B
Publisher: Konami (2002)
Reviewed: 2003/3/16
Rating: Mature (blood, violence)

I don't know too many fans of the Silent Scope series, but my friend Scott and I are into them big time. The critics routinely trash these games, but I enjoy them because they're simple and fun. This third edition is really two games in one. In addition to Silent Scope 3, you also get Silent Scope EX, and both offer a unique set of stages. The gameplay appears to have been tweaked slightly since Silent Scope 2. For one thing, your scope seems to "follow" moving bad guys, making it easier to get a bead on them. Some encounters require you to use the shoulder buttons to get a 360 degree view of your surroundings (a la Panzer Dragoon). Silent Scope EX offers several "single shot" challenges (take out the terrorist holding the hostage at gunpoint), that feature a camera that follows the bullet to its target - pretty wild. I have to admit that the graphics are pretty mediocre, but the game moves so fast you'll barely notice. The stages are a mixed bag. Some shootout locations like loading docks and factories aren't very imaginative, but others like the cruise liner stage and the speedboat chase are very exciting. You can select the order in which you play the stages, and there are plenty of them to choose from. With constantly changing scenery and non-stop action, Silent Scope 3 will keep you on your toes. Some targets are close enough that you don't even need to use your scope, while others are so far away that you'll actually need to "lead" your shots. The bosses are tough to hit, often being inside an enclosed vehicle, and their weak spot is always their head. These battles can last a few minutes, but sometimes you'll get lucky and take them out with one shot! Like the previous Silent Scope games, there are sexy babes you can zoom in on, which lighten the mood while earning you bonuses. I just wish they were indicated on the screen, because even with the sound cue, I can never find them. If you're looking for something substantial with a lot of replay value, Silent Scope 3 isn't your best choice. But it you like arcade shooting action, give it a try. © Copyright 2003 The Video Game Critic.
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1 player 

Silpheed
Grade: C
Publisher: Treasure (2001)
Reviewed: 2001/6/26

Silpheed is a decent but unspectacular vertical space shooter with sharp graphics and rotating scenery. The original Silpheed was released on the Sega CD, and its spectacular full motion video (read: non interactive) backgrounds were revolutionary at the time. This version won't raise many eyebrows, but it's still fun if you like these types of game. Compared to the recent crop of Dreamcast shooters, which feature a ridiculous amount of projectiles and firepower, Silpheed is more old school. You arm your ship before each stage with your choice of nine weapons, and certain weapons are better suited to certain stages. While your firepower is never overwhelming, neither are your enemies, and you can always dodge incoming fire with a little dexterity. You won't find any power-ups or any other collectable items for that matter. Your enemies are forgettable, but the explosions are satisfying. The game itself is very linear, with eight levels punctuated with bosses and cut scenes. Having to play through the first few stages each time you play gets old in a hurry. The background story is the usual stuff: space colonization, civil unrest, and the appearance of an unknown alien life form. I was surprised to hear the word "sh*t" used during one sequence. Don't expect much from Silpheed. It's a decent shooter with old school charm, but it's not worth $50. © Copyright 2001 The Video Game Critic.
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1 player 

Simpsons Road Rage
Grade: D
Publisher: Electronic Arts (2001)
Reviewed: 2002/12/8
Rating: Everyone

Simpson's Road Rage is not a great game by any stretch, but it does convey some of the wit and charm of the series, and contains subtle nuances that will not be lost on fans. The gameplay is shamelessly modeled after Crazy Taxi (Dreamcast, PS2), where you choose a character and taxi people around six sections of Springfield within a time limit. The graphics are somewhat amusing, but the audio really steals the show. The non-stop quips are amusing and often hilarious. The single-player mode lets you earn bucks to open up new characters and locations, but I found the gameplay too be easy and repetitive. The locations are so small that you're constantly taking the same routes over and over. The two-player split screen mode is better, since it allows you to steal passengers from the other player - giving the game a Smuggler's Run flavor. My biggest beef with Simpson's Road Rage lies in the load time. Like most EA games, it is excruciating, and it effectively ruins the Mission Mode, since the loading times are usually longer than the missions themselves! Only die-hard Simpsons fans and youngsters will be amused by Road Rage, but others need not apply. © Copyright 2002 The Video Game Critic.
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1 or 2 players 

Ski-Doo Snow X Racing
Grade: C
Publisher: Valcon Games (2007)
Reviewed: 2008/1/23
Rating: Everyone

If you're in the mood for some wintry fun, Snow X Racing offers realistic and challenging snowmobile action. The courses are somewhat sparse but generally appealing with their snow-covered evergreens and quaint cabins nestled into the hills. The snow itself looks very real, appearing smooth and shiny in packed sections, yet soft and fluffy in deeper areas. The sun flares are another nice touch. Ski-Doo's physics modeling is exceptionally realistic - too realistic according to some of my friends. You have just the right degree of control over your snowmobile, and with practice you can execute controlled slides around sharp turns. The challenging career mode pits you against three CPU opponents, and these guys are out for blood, constantly trying to bump you off the course. During a crash it's fun to watch your character bounce around in the snow like a rag doll. The main problem with Snow X Racing is that it's sometimes hard to follow the tracks. Even when using the high viewing angle, certain sections tend to be very poorly marked, requiring a lot of trial and error to master each course. That's too bad, because the first-person view is rather exciting and immersive. Ski-Doo's career mode is fun for a while, but tends to wear out its welcome, especially since you can't adjust the number of laps. It's especially demoralizing when you finish a long race and miss first place by one-hundredth of a second (which happened to me, believe it or not). An impressive two-player split-screen mode is also available. Ski-Doo's audio isn't anything to write home about, and you'll want to turn off the grinding guitar music from the options menu. Snow X Racing is a not spectacular by any stretch, but this budget-priced title is good enough to satisfy your winter sports craving. © Copyright 2008 The Video Game Critic.
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1 or 2 players 

Skygunner
Grade: C
Publisher: Sony (2002)
Reviewed: 2004/6/27
Rating: Everyone

Despite being a 3D polygon shooter, one popular video game magazine had the nerve to refer to Skygunner as "old school". Apparently some reviewers think any game with simple objectives (ie: shoot stuff) must be some kind of throwback to the 16-bit days. Well, as it turns out, that reviewer didn't know what he was talking about. Skygunner combines elements of Star Wars Starfighter (PS2, Xbox) and Panzer Dragoon (Saturn, Xbox), and has an interesting retro-futuristic motif. You fly freely around each stage, targeting enemies and viewing the action from behind your plane. Most targets are squadrons of planes and large, cannon-equipped airships. To destroy the big boys, you'll need to make multiple runs to wear down their defenses. Your plane is equipped with machine guns and imaginative special weapons like the crowd-pleasing "fireworks missiles", life-draining "cross missiles", and guided "bat missiles". Like Panzer Dragoon, you can "lock-on" to multiple enemies at a time before unleashing your missiles. The explosion effects are terrific, but the visuals are subject to slowdown and even pixelation. When your plane is gunned down, a nifty "recovery" meter allows you to pound buttons to regain control before you crash. Skygunner has a few major issues, mainly involving its unwieldy controls and hypersensitive aiming. The "easy" control mode isn't too bad, but I really had to wrestle with the "normal" controls, and I never felt comfortable with them. Missiles are tricky to lock-on due to the squirrelly crosshairs, and you often can't even see your missiles being fired and the subsequent damage. Skygunner is also bogged down with an excessive amount of exposition in the form of verbose anime cut-scenes. While these are certainly done with style and artistic integrity, I just wanted to get on with the game already! Likewise your heads-up-display is loaded with elaborate gauges that look great but are confusing to read. On the bright side, Skygunner's clean, crisp, graphics are refreshing, with inviting blue skies and scenic towns below. The orchestrated musical score is majestic, and the voice dialogue may be set to either English or Japanese. I had high hopes for Skygunner, but despite all the fancy window dressing, I found its gameplay to be less than engaging. © Copyright 2004 The Video Game Critic.
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1 player 

Sly Cooper and the Thievius Raccoonus
Grade: B-
Publisher: Sony (2002)
Reviewed: 2004/1/8
Rating: Everyone (mild violence)

Sly Cooper reminds me of a cell-shaded Crash Bandicoot with its smooth animation, lush graphics, and pinpoint control. You play a raccoon who's a professional thief out to collect the stolen pages of an old family book, the Thievius Raccoonus. As you might guess, you'll spend most of the time in "stealth mode", sneaking past guards and searchlights, trying not to trip alarms. It might not sound very original, but Sly has a few tricks up his sleeve. For one thing, he can climb along ropes or pipes, and it's especially fun to crawl just over the heads of unsuspecting guards on patrol. Sly also brandishes a hook that can be used to hang from things or slam doors closed. The game offers a fine degree of control, which is necessary because you'll need to walk some tight ledges and jump between small platforms. A user-friendly control scheme allows you to simply hold down "O" to engage in most stealth actions. The worlds are separated into short stages where you try to collect all of the bottled "clues" before reaching the key at the end. The shadowy scenery has character, but there isn't anything here you haven't seen in other games. There are a few "vehicle" stages thrown in to spice things up, but I wasn't too impressed with these. Sly Cooper is a good game for gamers who like their platform games slow and deliberate. You can't question the quality of the game - the levels are thoughtfully designed and the production values are sky high. I found the detective music to be outstanding and quite appropriate. A turtle "nerd" guides you on your quest, and his verbose dialogue is very funny. The difficulty ramps gradually, and only once or twice did I find myself asking "what do I do now?" Overall, I didn't find Sly Cooper to be overly exciting or addictive, but there's not much to criticize about it. © Copyright 2004 The Video Game Critic.
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1 player 

Smuggler's Run
Grade: B+
Publisher: Rockstar (2000)
Reviewed: 2002/8/19
Rating: Everyone

This was one of the first popular games for the PS2. Recently it's been repackaged as a Greatest Hits title, and it's very much worthy of that designation. Smugglers Run is thrilling and intense, yet simple to play. You drive one of several vehicles including a buggy and an SUV. Your missions involve picking up and dropping off goods in huge territories that are extremely hilly but mostly wide open. This is a game anyone can pick up and start playing right away. Green smoke rising in the distance indicates your next pick up, red smoke indicates the drop-off point, and there's always a big arrow on top of the screen telling you where to go next. You'll need to contend with other bandits and border police who'll try to run you off the road. There are always several ways to reach your destination, but you're under the clock, so a direct route is advisable. The action gets incredibly exciting as you bound over hills, jump canyons, and plow through rivers as the clock ticks down. You can go just about anywhere, and your vehicle can take some serious abuse (and the damage shows). The single-player missions are wild, but the split screen multi-player is even better, and easily worth the price of admission. This mode can be best described as "smear the queer" in cars! It's like a frantic crash-up derby as you steal the "cargo" back and forth from each other. Several computer cars also get in on the action - it's a blast. It's a shame that there's no four-player mode. Other flaws include significant load times and uninspired background music. But overall Smuggler's Run is a blast. © Copyright 2002 The Video Game Critic.
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1 or 2 players 

Smuggler's Run 2: Hostile Territory
Grade: D+
Publisher: Rockstar (2001)
Reviewed: 2004/6/8
Rating: Teen (violence)

The first Smuggler's Run game, released at the PS2 launch (November 2000), was a surprise hit thanks to its straightforward gameplay and exciting two-player action. Unfortunately, Smuggler's Run 2 (SR2) feels like a step in the wrong direction. Like its predecessor, you blaze through wide-open wilderness settings in an off-road vehicle while attempting to snatch and deliver cargo. Pick-up and drop-off points are marked by rising, colored smoke that's visible from a far distance. A host of competitors have the same mission, and they can steal your loot by colliding with you. The two-player split screen mode was the best part of the original game, so I was pretty excited to see how it had been improved. Unfortunately, I was in for a series of disappointments. First of all, only ONE lousy vehicle is available at first, and there's really no excuse for that. Next, while setting up the game I realized that all the vehicles involved HAD to be assigned to one of two teams. Yes, this even includes the CPU-controlled cars! In other words, you can forget about the every-man-for-himself action that made the first game such a blast. What a shame! When the action finally got underway, all the vehicles inexplicably kept getting blown into the air by hidden land mines! Ugh! It's as if Rockstar had set out to suck every last ounce of fun out of a once-great franchise. There are other issues as well. The repetitive, irritating "music" is the WORST I've ever had to endure in a video game. And much like the first Smuggler's Run, you'll be spending a lot of time staring at loading screens. In fairness, SR2 does have a few things going for it. You have a wide selection of expansive environments to choose from, despite the fact that most tend to be pretty ugly. The vehicles are faster and there are higher cliffs to plunge over. Nevertheless, this sequel doesn't come close to capturing the raw thrills of the first game, and the lack of a four-player mode is also unforgivable. The one-player mode is okay, but the missions all start to feel the same after a while. If you've never played Smuggler's Run, I'd highly recommend the original game, but steer clear of this uninspired sequel. © Copyright 2004 The Video Game Critic.
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1 or 2 players 

Sonic Mega Collection Plus
Grade: C
Publisher: Sega (2004)
Reviewed: 2006/7/29
Rating: Everyone

What happened here? Sonic Mega Collection for the GameCube was a rock-solid compilation, but this mediocre Playstation 2 version suffers from poor emulation. That's a shame, because these games are legitimate classics. The original Sonic the Hedgehog set the high water mark for platform games, Sonic 2 honed the controls to perfection, and Sonic 3 allowed you to save your game between stages. Sonic and Knuckles added an interesting new character who could glide and climb walls. Sonic Spinball placed Sonic in a giant pinball machine, and while it lacked the polish of the "normal" Sonic games, it's still fun. Dr. Robotnic's Mean Bean Machine was a Sonic spin-off with addictive Tetris-style puzzle gameplay. As the hedgehog's final Genesis appearance, Sonic 3D Blast's psuedo-3D visuals looked impressive, but its gameplay lacked the sense of speed that made the series such a hit. Also included are the Game Gear portable Sonic titles. Game Gear's Sonic the Hedgehog is a playable but sparse version of the original game that doesn't have anything new to offer. Sonic Labyrinth attempted to bring the isometric viewpoint of Sonic 3D Blast to the Game Gear, with disastrous results. Sonic Drift is a Pole Position style game that's mildly amusing despite its narrow tracks. Sonic Chaos is an improved version of the original Game Gear Sonic, with bolder graphics that better resemble its 16-bit cousin. The Game Gear's Sonic Blast retains the 2D action, but incorporates impressive psuedo-3D visuals (at the cost of less speed). Finally, you get the Game Gear version of Mean Bean Machine, which is simply a less detailed version. Unfortunately, none of the games are presented in their full glory. For one thing, the sound effects are not perfectly synchronized with the action, and even the music seems a tad off at times. The game screens are reduced in size and surrounded by a black border, which is totally lame. You can save your games in-progress, but it's a shame high scores can't be saved as well. Extras include hidden games (Comix Zone, Flicky, Ristar, Blue Sphere), original manuals (digitized), comics, and illustrations. There are less extra features that the GameCube version, and most notably absent are those kick-ass Sonic CD videos. Sonic Mega Collection Plus may suffice for casual fans, but if you have a choice, opt for the superior GameCube version. © Copyright 2006 The Video Game Critic.
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1 or 2 players 

Soul Calibur III
Grade: A-
Publisher: Namco (2005)
Reviewed: 2006/1/24
Rating: Teen (suggestive themes, violence)

Once you get past the enthralling cinematic intro, Soul Calibur III appears to offer more of the same one-on-one, weapon-slashing action we've become accustomed to. In terms of graphics, the first Soul Calibur (Dreamcast, 1999) set the bar so high that none of its sequels have been able to dramatically improve upon it. Likewise, the excellent control scheme has only been tweaked slightly over the years. Instead of fixing something that's not broken, Namco has opted to continue its trend of adding more stuff, including characters, stages, modes, costumes, weapons, and options. It didn't knock my socks off, but man, Soul Calibur III sure is a lot of fun! The fighting action is as good as it's ever been, if not better. The basic controls are simple enough for beginners to grasp, but the extensive number of move combinations make it difficult to truly master. And while button mashing may do the trick against the computer in early rounds, eventually you'll need to mingle dodge and block moves with well-timed attacks. Air juggling (hitting your opponent repeatedly in mid-air) is the order of the day, which will annoy or please players depending on their personal preferences. Ring-outs seem to be more plentiful in this game as well. New additions to cast of 30+ characters include a mysterious hooded black dude with a sickle named Zasalamel, and a tiny girl named Tira equipped with an innovative new weapon shaped like a large ring. And if you can't find a character you like, there's always the new "create-a-character" feature. The 18 stages are beautiful, but less than awe-inspiring. A few bring to mind the seven wonders of the ancient world, but lack the epic proportions. Also, I wish there were more stages - one per character would have been nice! The arcade mode has been done away with, but the "Soul Arena" and "World Competition" modes still let you get down and dirty with minimal delay. "Tales of the Soul" is a retooled story mode, but the bulk of the narrative is conveyed via text, and I didn't have the patience to read it all. The real surprise is the new "Chronicles of the Sword" mode, which incorporates one-on-one battles into an RTS (real time strategy) game. While it took every last ounce of my patience to learn and appreciate this complex new mode, it did eventually grow on me, although the excessive loading puts a damper on the action. I like how all of these modes allow you to unlock new features and earn gold toward new items and weapons. And that lady running the item shop is busting out all over - wow! Soul Calibur III may not be a huge step up for the series, but its solid fighting engine is hard to beat, and this edition offers enough new wrinkles to keep old fans entertained. © Copyright 2006 The Video Game Critic.
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1 or 2 players 

Space Channel 5 Special Edition
Grade: B+
Publisher: Agetec (2003)
Reviewed: 2004/4/14
Rating: Teen (mild violence, suggestive themes)

The first Space Channel 5 game was released to critical acclaim on the Dreamcast in 2000. Its dance-mimicking gameplay was original and fun, and it earned extra credit for its stylish, attractive leading lady. Unfortunately, Space Channel 5 never became the runaway hit people had anticipated, and its sequel was never released in the US (only in Japan) - until now. This cool two-disk package includes the first Space Channel 5 game and its sequel. Before playing this, I had almost forgotten how much I enjoyed this game with its catchy music, retro-futuristic theme, and the stylish "space reporter" named Ulala. Yeah I know she's been called an anorexic chicken by some, but I think she looks pretty hot strutting around with those long legs and skimpy outfits. Like no other video game in the past, present or future, the object is to save humans being forced by aliens to dance. Gameplay involves repeating a series of dance moves in perfect time, usually after watching an alien perform them first. These moves are really just a series of directional combinations (up, down, left, right), and two "shoot" moves (pronounced "chu" in this game for some reason), which are assigned to buttons. It's a different brand of fun than Dance Dance Revolution or Bust A Groove, and periodic intermissions ensure the action never gets overwhelming. Space Channel 5's graphics are state of the art - for 2000 that is! Ulala's lips are rarely synchronized with her speech, and the humans she saves look very blocky. Still, Ulala's funky attitude and cool dance moves will help you overlook these shortcomings. One thing I don't like is the sound effect that signals when you're supposed to start your move sequence. It sounds exactly like a doorbell, and when you're waiting for a pizza delivery guy (like I was), it's very disconcerting. Space Channel 5 Part 2 is a very similar game, but it's less forgiving than the first, and contains some cheesy singing sequences that really threw me off. I do like how the two shooting moves are audibly different this time ("chu" vs. "hey"), and I also like the idea of holding down the button for longer "chus". There's a load of extra modes, including a 100-level "Ulala Dance" mode, which lets you play without a storyline, but I found it to be way too hard. Each level is a long string of moves, and one screw-up forces you to start over. The two-player mode is definitely worthwhile, as it allows one player to control the directional moves while the other takes care of the shooting. I didn't find Part 2 to be as fun as the original game, but fans will find a lot of extras to keep them occupied. Overall Space Channel 5 Special Edition is a great value, especially considering its low retail price. © Copyright 2004 The Video Game Critic.
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1 or 2 players 

Splashdown
Grade: A-
Publisher: Infogrames (2001)
Reviewed: 2001/12/13

I've always been a big fan of jet ski games, and Splashdown is one of the best ones I've come across. Thanks to responsive controls and a helpful training mode, controlling your jet ski is a piece of cake. There's plenty of room for technique, with special moves like bunny hops, inverts, submarining, hydroplaning, and various mid-air tricks. Performing tricks is rewarded by increasing the performance of your jet ski. The shimmering, rolling water looks great, and the twenty international courses are full of ramps and shortcuts. The scenery is attractive but not spectacular like Hydro Thunder. The races themselves are truly exciting, and the computer players are surprisingly intelligent. The kickin' soundtrack features Smashmouth and Blink 182, which are great at first, but you'll soon become sick of the repeating tunes. Splashdown is a quality arcade title that I found to be quite addictive. I think Wave Race for the GameCube is slightly better, but it's a close call. © Copyright 2001 The Video Game Critic.
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1 or 2 players 

Splashdown Rides Gone Wild
Grade: B
Publisher: THQ (2003)
Reviewed: 2003/8/27
Rating: Everyone (Mild lyrics, Mild language)

When I first laid eyes on this new jet-ski title, I thought "Wow, what a great idea!" Instead of the traditional stages you find in most jet-ski racers, Slashdown Rides Gone Wild takes a page from Disney and offers eight spectacular courses that are arguably more fun to watch than race on! The first one, based on the Bermuda Triangle, is truly amazing, with huge storms, UFOs, and ocean liners than literally fall from the sky! Other themes include dinosaurs, pirates, white water, ice, and a flooded city. Each one is highly imaginative and crazy fun. There's even a haunted river that runs through a spooky castle - how cool is that? This is the kind of stuff I live for! There are ramps to pull off tricks, secret passages to discover, and the tracks even change with each lap! Rides Gone Wild has A+ potential, but there are problems. First off, I wish the tracks were a bit more open, so they'd be easier to navigate and less claustrophobic. I also encountered a few graphical glitches that caused me to get stuck in the scenery, and the game even froze up completely at one point. The two-player split-screen games are limited to unexciting indoor tracks that are disappointing compared to the others. The graphics could be more detailed, and the rapids in the Gold Rush stage look totally fake. Finally, the loading times are excruciating. Still, the controls are excellent and the game is full of surprises. If you're looking for some fun and enjoy theme park rides, you'll love Slashdown Rides Gone Wild. © Copyright 2003 The Video Game Critic.
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1 or 2 players 

Spy Hunter
Grade: B+
Publisher: Midway (2001)
Reviewed: 2001/10/16
Rating: Teen

You may remember the original Spy Hunter arcade game, which was popular in the early 80's. In that overhead racer, you controlled a car loaded with both offensive and defensive weapons, allowing you to shoot cars ahead while dropping smoke screens behind you. This updated Spy Hunter manages to preserve the fun of the original while adding gorgeous 3D graphics and deep, mission-based gameplay. Each mission has a set of objectives, mostly involving blowing up specific targets. The game looks and plays much like an action movie. You'll find yourself careening over cliffs and plowing through outdoor cafes, with explosions detonating all around you. It can be very exhilarating at times. Each level offers a long, unique course that cuts through a variety of locations, complete with hidden short cuts and other secrets. When your car jumps into water, it instantly morphs into a speedboat - pretty awesome! The controls take a while to learn, but are responsive overall. Spy Hunters fine graphics and breakneck pace will keep your adrenaline flowing. My biggest complaint is that everything is locked initially, including the two player split-screen mode. Otherwise, Spy Hunter is a worthy successor to a classic arcade game. © Copyright 2001 The Video Game Critic.
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1 or 2 players 

Star Wars: Bounty Hunter
Grade: F
Publisher: LucasArts (2002)
Reviewed: 2005/5/18
Rating: Teen (violence)

How could such a rock-solid premise - playing the role of a Star Wars bounty hunter - result in this abomination? Bounty Hunter is a third-person action/adventure that doesn't offer much new content and is bursting at the seams with design flaws. Playing the role of Jango Fett, you travel from planet to planet, completing missions while collecting bounties for Republic credits. To claim a bounty, you must "mark" your target first, and then use your whipcord to subdue him. There are a number of optional bounties to collect in any stage, but my "shoot now and ask questions later" style of play wasn't conducive to earning these. The game begins with an exciting sequence in which Jango is tossed into an arena with an ugly beetle monster. After a fast start, things gradually head downhill. Bounty Hunter's gameplay is a mix of Tomb Raider-style exploration and mindless shootouts. Armed with two laser pistols, you'll find yourself strafing and firing like there's no tomorrow whenever you come upon a new band of thugs. Two original elements in Bounty Hunter are Jango's ability to weld (through certain doors and gates) and more notably his ability to fly short distances using a jetpack. It's cool how he can target a different enemy with each gun, although we've seen that before in Tomb Raider. Bounty Hunter had crazy potential, but technically the game is simply not up to par. When I defeated the first monster (in the arena), I noticed I could walk right through its body - the first of many graphical glitches. Certain textures just look absolutely awful - particularly the flat sludge flowing through the sewer pipes. The control scheme is well designed, but can be unresponsive at the worst times (during jumps). Bounty Hunter's stage layouts are confusing, and in some cases tedious backtracking is necessary. The scenery is woefully uninteresting, and each new area looks the same as the last. Tedious platform jumping and unclear mission objectives add to the frustration. Enemies regenerate with annoying frequency, and they don't immediately drop when killed, thereby making it hard to determine if you've wiped them all out. Lastly, the loading screens are so long that you'd think EA developed this. That load meter moves so monumentally slowly that my friends and I were laughing at it! I didn't make much progress in Bounty Hunter, but the few chapters I did complete were a real chore. If this game is any indication, perhaps being a bounty hunter isn't all it's cracked up to be. © Copyright 2005 The Video Game Critic.
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1 player 

Star Wars: Racer Revenge
Grade: B-
Publisher: LucasArts (2001)
Reviewed: 2005/5/18
Rating: Everyone

The original Star Wars Racer (N64, Dreamcast) did a superb job of recreating the speed and thrills of Episode One's pod-racing. With little room for improvement, I was surprised to see this sequel. Technically, there's not much to fault. The graphics are silky smooth, with beautiful, well-designed tracks. The tropical and rain-soaked tracks look especially nice, with brilliant rainwater effects on the windshield. It's quite a thrill to careen through tunnels and valleys at breakneck speeds. You won't find yourself asking, "Where do I go now?" like you did in the ill-fated Bombad Racing. The turbo boost is effective, but the so-called "power slide" is worthless; you're constantly banging into walls on sharp turns. There's a roster of 18 characters, the main one being a teenage Anakin Skywalker, who doesn't hesitate to talk a little trash ("You can't beat a Jedi!"). Revenge tries to put more emphasis on the combat aspect, in the form of banging into other vehicles to wear them down. In my experience, it really doesn't help your cause, and often just slows you down. The L2 button conveniently repairs any damage incurred to your vehicle while you race (no need for a pit stop thank goodness). The most interesting aspect of Revenge is its "advanced control" option, which allows you to steer your pod with the two analog sticks - like Anakin did in the movie. It works, but it's a lot tougher than the normal control scheme. After trying it out for a few races, I returned to the normal configuration. In contrast to the original game's difficulty (which was steep towards the end), Revenge is actually too easy. I'd like to credit my keen eye and cat-like reflexes for finishing this game in one night, but I don't think I deserved to win some of those races. As for the sound, I was impressed with the background music and sound effects in general, but that announcer is just awful. His commentary is more corny than it is informational ("Oh no! Is there a pit droid in the house?"). The two-player split screen action is smooth, but I was surprised to see a significant amount of fog in the distance. Overall, Star Wars Racer Revenge offers some fun arcade action with wonderful graphics, but its low level of difficulty and stale gameplay probably won't appeal to many fans. © Copyright 2005 The Video Game Critic.
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1 or 2 players 

Star Wars: Starfighter
Grade: B
Publisher: LucasArts (2001)
Reviewed: 2005/5/18

The first Star Wars title to grace the PS2, Starfighter is largely a success. Not only does it deliver superb dogfighting action, but it delivers on a grand scale. Unlike most first-person space shooters, Starfighter convincingly places you in the middle of a much larger conflict. The background story involves three characters, and you can control each one in their own distinct starcraft. There's a gung-ho white guy, a black woman, and an alien who talks like Jesse Ventura. Personally, I would have preferred actual Star Wars characters - oh well. The cut scenes are good, but not jaw dropping, and the storyline is convoluted. Fortunately the action is much more straightforward. Of the 14 missions, some are set in space, and others occur over planet surfaces. The missions are lengthy, and there are "bonus goals" along with the main objectives. Your craft is remarkably easy to pilot. When you become disoriented, it only takes a push of a button to reorient your ship. Responsive controls and silky smooth animation make it a cinch to line up enemies in your crosshairs, even from a great distance. Unlike the Nintendo 64 Star Wars shooters, you won't have to worry about crashing into the ground (unless you're closing in on ground targets). The battles occur over expansive areas, and you can see a great distance. Your instrument panel is complicated but can largely be ignored, as a handy red arrow always indicates your next target. Surprisingly, there's no radar display! Although Starfighter's on-screen activity can be extreme, the framerate remains smooth (although I did notice a few minor hiccups). Your targets are finely detailed, but the smooth, featureless planet surfaces doesn't look much different that those in the N64 games. I recall hearing how the PS2 could render a million trees (each with a million leaves) without breaking a sweat. So where the [expletive] are they? Still, Starfighter's graphics aren't too shabby. Damaged ships trail smoke, and the explosions are gorgeous. But the audio is where this game really shines. The familiar and crystal-clear sound effects, combined with various Star Wars themes make you feel as if you're in a movie. You'll also hear voices on your radio, but who are these people? Who are they talking to? It sounds like you're listening in on everybody's conversation (good guys and bad) and it's just confusing as hell. I should also mention that Starfighter's load time is significant but not unbearable. It is by no means a flawless game, but as a basic shooter, it serves its purpose. © Copyright 2005 The Video Game Critic.
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1 player 

Star Wars: Super Bombad Racing
Grade: D
Publisher: LucasArts (2001)
Reviewed: 2005/5/18

As a hopeless Star Wars fanatic, I couldn't resist buying this mediocre kart racer, despite my better judgment. Sadly, it is as bad as the critics say it is. Bombad Racing might have been something, if only the developers had not done everything wrong. You know, it wasn't easy for LucasArts to screw this up. After all, the Phantom Menace provided plenty of interesting characters and environments to work with, and kart racers have been done to perfection on all systems dating back to the SNES. Bombad's roster includes Darth Maul, Obi-Wan, and six other stubby Star Wars characters with oversized heads. Is this game supposed to be humorous? I suppose. The tracks take you through nine movie locations, and although the scenery looks smooth and attractive, the track layouts tend to be maze-like and confusing. Apparently, whoever designed these tracks has never played a kart racer before in his life. As any seven-year-old will testify, sharp turns, narrow ledges, obstructed views, bottomless pits, and cramped quarters do not belong in a kart game! Duh!! All too often you'll find yourself asking "Where the [expletive] am I?" and "Where in the [expletive] am I supposed to go now?" A few tracks require trial and error just to figure out where to go! Someone needs to introduce LucasArts to the concept of "play testers". The framerate can barely keep up in the single-player mode, which is inexcusable. Obviously, you can write off the split-screen - it's unplayable. Bombad offers a wide variety of weapons, but their effects are never clear, and it's hard to tell who shot whom. The confusing, cluttered radar display is utterly useless. Finally, the whimsical musical score is so pathetic, it turns my stomach. Poorly designed and programmed, I can't believe LucasArts would put their name on this. © Copyright 2005 The Video Game Critic.
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1 to 4 players 

Starsky and Hutch
Grade: B
Publisher: Take Two (2003)
Reviewed: 2004/9/6
Rating: Teen (violence)

If this bargain-bin title is played as it's meant to be, it can be a rip-roaring good time. Starsky and Hutch is designed to be a two player game with one player driving the car and the other hanging out the passenger window and blasting away at bad guys. How many games offer this kind of cooperative play style? The game supports both a steering wheel controller and Guncon 2 light gun, and they really do elevate the gameplay. My Logitech steering wheel worked with no problems, and the Guncon 2, while difficult to calibrate, performed fine during the game. Starsky and Hutch perfectly embodies the cheesy 70's TV series it's based on, with its predictable cops 'n robbers storylines, endless car chases, and prefabricated stunt scenes. Naturally the clothing style, music, and dialogue reflect the time period and are somewhat amusing. The missions mainly just boil down to car chases, but they're still a lot of fun. There are plenty of secondary targets to keep an eye out for, and shooting certain icons will trigger a special stunt like jumping a ramp or blowing up a gas station. The downtown environments are not spectacular but are perfectly functional and surprisingly large in scale. The control is terrific in two-player mode, and even the single-player experience is serviceable with its unique "auto-aim" mechanism. My friends Scott and Jonathan begged me to rate this game even higher, but I found the missions to get repetitive after a while, and you need to complete them in order. Still, Starsky and Hutch is a very likeable game, and for the low price (I picked it up for $9.99 at Best Buy) you really can't go wrong. © Copyright 2004 The Video Game Critic.
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1 or 2 players 

Street Fighter Alpha Anthology
Grade: A-
Publisher: Capcom (2006)
Reviewed: 2006/7/29
Rating: Teen (violence)

I've been reviewing a lot of fine 2D fighters lately, but this compilation is particularly outstanding. It's easy to forget how awesome the Street Fighter Alpha series was. Capcom originally billed it as a "prequel" to Street Fighter 2, but in many ways it was the pinnacle of 2D fighting. The characters are quite large and the background graphics are fascinating. Alpha's gameplay offers tremendous depth for veteran players and button-mashing joy for novices. Anthology includes four iterations of the Alpha series, each of which feature responsive controls and exciting matches that are ideal in length. The first Street Fighter Alpha offers 13 characters, including Sodom, Birdie, Dan, Rose, Adon, and a few old favorites from Street Fighter 2. New gameplay elements include a super combo meter, auto blocking, alpha counters, air blocking, and taunts. The super combos are tricky to learn but immensely satisfying to execute as the slow-motion kicks in and the background turns bright white. The stages and music are decent but not particularly memorable. Instead of stars, little icons are used mark your victories, and these also indicate if you finished off your foe using a super combo. Street Fighter Alpha 2 is my favorite game on this disk, thanks to its rock-solid gameplay and abundant eye candy. Old favorites Dhalsim and Zangief have returned, along with new characters like Sakura (a cute schoolgirl), Rolento (of Final Fight), and Gen (a old man with two distinct styles). For this edition characters have been tweaked and the super meter looks more complicated than it needs to. The stages are drastically improved with vibrant color, parallax scrolling, and funny animations. One stage is set in a public restroom (with guys at the urinals), and in another, a kid can be seen playing an NES in the background! Charlie's jaw-dropping stage is dominated by a huge hovering jet. Street Fighter Alpha 2 Gold incorporates a few subtle enhancements, but only die-hards will find these significant. Street Fighter Alpha 3, on the other hand, really upped the ante. Not only does it contain 25 characters (including Blanka, Vega, and Honda) but offers multiple ways to play. By selecting X-ISM, A-ISM, or V-ISM styles you'll vary your power, available moves, and methods for executing super combos. Gamers who live and die by Street Fighter will relish the complexity of it all, but in my opinion, this iteration crosses the line of what most casual gamers are willing to learn. I the love the uptempo techno soundtrack, but the stages look mediocre and the idiotic announcer is grating ("You can't give it up! Go for it man!"). Super Gem Fighter is also included as a bonus, but it's a just a throwaway fighter with cartoon characters and bouncing gems. Overall, Street Fighter Alpha Anthology is a terrific value, but I wish Capcom had put a little more effort into it. The instruction manual is confusing as hell, combining the instructions for all of the games. They didn't even bother to list each fighter's moves, so you'll need to go on-line to research the super combos. No history of the games is included, or even a lousy description! There's an option to install to hard disk, but I don't see the point considering load times aren't even a factor. Despite Capcom's laziness, there's no questioning the fun these games provide, especially with a sturdy joystick in hand (I recommend the X-Arcade). Each game is fully configurable, and high scores are automatically saved. If you have any appreciation whatsoever for 2D fighters, Anthology should be at the top of your list. © Copyright 2006 The Video Game Critic.
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1 or 2 players 

Street Fighter Anniversary Collection
Grade: B+
Publisher: Capcom (2004)
Reviewed: 2004/10/8
Rating: Teen (blood, suggestive themes, violence)

Capcom's Street Fighter franchise is arguably the greatest fighting series of all time. The first Street Fighter game (1987) was a modest success, but Street Fighter 2 (1991) was a legitimate phenomenon, dominating the arcades and convincing many gamers to purchase a Super Nintendo (which owned the exclusive license). Street Fighter 2 (SF2) set the standard for 2D fighters, with large, imaginative fighters, loads of special moves, scenic backdrops, and beautifully orchestrated music. But instead of following up immediately with Street Fighter 3, Capcom chose to milk SF2 for all it was worth, releasing Turbo, Championship, and Super editions of the game. Apparently incapable of counting to three, Capcom then released a series of Street Fighter "Alpha" titles, featuring slightly refined graphics and a few new faces. By the time Capcom released Street Fighter 3 (1997), 2D fighters were out of vogue and reaction was less than enthusiastic. Street Fighter Anniversary Collection includes Street Fighter 3 "Third Strike" and an amalgamation of all the Street Fighter 2 games (minus the Alphas). Although the Street Fighter 2 iterations were all very similar, although minor adjustments were made to some character's abilities. This package allows you to set up previously impossible match-ups like Blanka from the Turbo edition against Ryu from the Championship edition. Granted, that aspect will only appeal to enthusiasts, but it's still nice to have an arcade perfect version of SF2 on the Playstation 2 - with virtually no load times to boot! SF2 has the best roster of fighters ever conceived, and the background music is classic. Street Fighter 3 should interest gamers who missed it the first time around, but it lacks the charm of SF2. All the characters are new (except for Chun Li, Ryu, and Ken), and I found many of the new ones to be rather unlikable. There are too many freaks like the hunchbacked Oro and the bag-headed "Q". I especially hate "Twelve", whose cheap, shape-changing attacks would be more appropriate for a Darkstalkers game. Nevertheless, Third Strike's fluid graphics and cool "Super Arts" attack system make it worth playing. The most disappointing aspect of the whole package is the "bonus" Street Fighter 2 animated film. I was expecting it to come on a separate DVD, but instead it was squeezed onto the game disk and its video quality looks closer to VHS than DVD. Still, this is a fine package for fighting game enthusiasts and those who have fond memories of this classic series. © Copyright 2004 The Video Game Critic.
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1 or 2 players 

Sub Rebellion
Grade: C+
Publisher: Irem (2002)
Reviewed: 2003/10/1
Rating: Teen (violence)

In some ways I suppose this submarine shooter is a throwback to the old days. The controls are easy to grasp, and the missions are pretty straightforward. But it's also rather slow and methodical; a far cry from the "twitch" games of yesteryear. You view the action from just behind your sub, and yes, it occasionally gets in the way. The underwater effects are quite convincing, from the bubbles trailing torpedoes to how the screen gets blurry when there's too much pressure. There are plenty of targets to shoot, not to mention loads of power-ups and dozens of buried treasures to discover. The well-thought-out control scheme uses the shoulder button to control your depth and speed. Your primary weapons include lock-on torpedoes, which are a pleasure to unleash. Although most of the action takes place underwater, a few levels allow you to surface, revealing a second battlefield. The graphics are pretty average, but one awesome effect puts the game over the top. It's the innovative sonar, which superimposes wireframe shapes of targets that are hidden or off in the distance. Not only does this look terrific, but it makes it easy to locate enemies, reducing the "What am I supposed to do now?" factor. I had some fun with Sub Rebellion, and I think most shooter fans will approve of this. © Copyright 2003 The Video Game Critic.
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1 player 

Summer Heat Beach Volleyball
Grade: B+
Publisher: Acclaim (2003)
Reviewed: 2003/7/31
Rating: Teen (Suggestive themes)

With the recent release of several quality volleyball games, including Beach Spikers (GameCube) and Dead or Alive Volleyball (Xbox), I figured we were due for a real clunker, but Summer Heat is surprisingly good. As a matter of fact, I've probably put more time into Summer Heat than any of the other games I mentioned. The control scheme is totally unique and surprisingly effective. Instead of employing meters like Beach Spikers or taking a minimal approach like Dead or Alive, Summer Heat uses large gaudy arrows that indicate where the ball will land, and their color indicates if a set or spike is the coming up. They look pretty cheesy, but make the game fun and easy to play. To hit the ball, you hold down the button before you make contact, and the longer you hold it, the more effective your hit. But if you're still holding the button when your hand smacks the ball, you'll hit it poorly. Once you get the hang of it, you can set, pass, and spike with ease. The gameplay is fun and addicting, but the spikes tend to be weak, causing the matches to go on for too long at times. The characters include males and females, and their movements and celebrations are dead-on. Unfortunately, Dead or Alive Volleyball set the bar pretty high for babelicious graphics, and Summer Heat's just don't measure up. These girls don't look too hot, but at least the "jiggle factor" is right up there. The backgrounds aren't spectacular, but depict bright, attractive beach locations that put you in the right mood. The graphics probably won't blow you away, but the music is another story. With bouncy tunes of "Get This Party Started" (Pink) and "Love At First Sight" (Kylie Minogue) you'll be bobbing your head as you play. It's one of the best soundtracks I've heard in a video game. And the wild four-player mode is an absolute blast. There are also plenty of hidden goodies to open up as well, including music videos. Beach Volleyball Summer Heat is an ideal summer game, and a good buy for PS2 owners who've waited too long for a volleyball game. © Copyright 2003 The Video Game Critic.
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1 to 4 players 

Super Dragon Ball Z
Grade: B-
Publisher: Atari (2006)
Reviewed: 2006/8/6
Rating: Teen (cartoon violence)

A very successful Japanese anime series, Dragon Ball Z has spawned literally dozens of video games over the years, most of which have been summarily trashed or ignored by critics. All things considered, Super Dragon Ball Z is much better than I expected. It's a 3D fighter with attractive cell-shaded graphics, tight controls, and frantic action. To properly evaluate the game, I invited over renowned anime expert Jonathan Hawk to explain the subtle nuances of Dragon Ball Z. Much like an unfrozen caveman lawyer, I was confounded at the sight of mid-air combat, yellow clouds, and some dude dressed up like a pickle. One character's entire family is named after undergarments (no kidding!). These may seem troubling to the typical gamer, but Jonathan assured me that all of it is perfectly normal; it's the real world that's completely ridiculous. The game's pixelated cinematic intro didn't inspire much confidence, but after we reached that bright comic book style menu, we were psyched. Once we began beating the crap out of each other, it was clear that Super Dragon Ball Z's brand of frenetic fighting action is unique. Unlike most fighters, there's a lot of levitation, lightning-fast dashes, and fireball projectiles. After a few battles with the standard controllers, we realized that full-sized joysticks were in order for this game. Fans of the series will instantly recognize the characters, rendered nicely with clean black outlines and no visible seams. The expansive but sparse battlegrounds, on the other hand, are a mixed bag. The yellow cloud stage looks heinous, but the downtown area looks great (like something from the Simpsons). I'm amazed at how destructible the environments are; it's extremely satisfying to kick you foe through a wall! The nifty camerawork offers some truly dramatic angles, and solid hits are punctuated by "Blah!" and "Wham!" graphics. Unleashing a particularly devastating finishing blow results in what appears to be the entire earth splitting beneath your feet (awesome). Jonathan confirmed that the visuals and plot were indeed faithful to the series, with voices lent from the American version of the cartoon (for better or worse). Although I didn't find the subject matter very compelling, I did appreciate the artwork and crazy, non-stop fighting action. I also enjoyed the Survivor Z mode, which lets you create a "character card" and acquire new powers as you gain experience. Once I gathered seven dragon balls, I was told that Shenron the dragon would grant me any wish. This proved to be very misleading however, as "a million dollars" and "Jessica Alba" were conspicuously missing from the option list! Super Dragon Ball Z's soundtrack is pretty good, and reminded me a bit of those old Sonic Adventure games. Bump of the letter grade by one if you're a fan of the Dragon Ball Z series, but knock it down a letter if you can't stand Japanese cartoons. © Copyright 2006 The Video Game Critic.
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1 or 2 players 

Surfing H3O
Grade: F
Publisher: Rockstar (2000)
Reviewed: 2001/6/9

I bought this game for two reasons: it was cheap, and seemed like a good "summer" game. But Surfing H3O turned out to be a complete disaster. First of all, there are only two play modes: tournament and versus. The object of the each is to accumulate points by collecting floating spheres and performing tricks. I was really hoping for a training or freestyle mode so I could just surf freely, but there's nothing like that. The controls are awkward and NOT configurable, and the gameplay itself is absolutely horrendous. The learning curve is ridiculously steep, and you'll struggle just to stay on your board for a few seconds. Until you learn to control your speed, you'll get sucked into the surf every time. And trying to perform tricks is an act of futility! The control scheme is a complete joke. You only need to use the two analog sticks, but they're so unresponsive I had to keep checking to make sure my controller was plugged in! Awkward, changing camera angles don't help matters. The graphics aren't particularly good, and tend to understate the hugeness of the waves, which aren't much to look at anyway. At least the background rock music is fair. And what about the sunny, tropical environments I was looking for? Well most of the stages take place in the rain, snow, or at nighttime. Who would want to surf in the Arctic?! This game is insulting. © Copyright 2001 The Video Game Critic.
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1 or 2 players 

 Suzuki TT Superbikes
Grade: F
Publisher: Jester Interactive (2005)
Reviewed: 2008/11/27
Rating: Everyone

I've enjoyed my share of motorcycle racers over the years, but even with its $4.99 price tag (!), Suzuki TT Superbikes is a colossal waste. The rural European scenery doesn't offer much to look at, same for some pixilated foliage and the occasional cottage. The steering controls offer just the right degree of sensitivity, but once I started racing, I couldn't figure out why my competitors shot out way ahead and I couldn't catch up. I soon discovered, to my horror, that the acceleration button is pressure-sensitive! That's right folks, the harder you push, the faster you go. It doesn't take a genius to figure out this scheme will kill your thumb over the course of a long race. And believe me, these races are long. One lap feels like it's 1000 miles long, and then you realize you have two more to go! I checked the option menu to see if I could customize the controls, but all I found is a toggle for vibration - great. The game also seems to slow you down around turns, which is really bizarre. As an indicator of audio quality, my friend Scott complained that I had mosquitoes in the house until he realized that was just my bike engine. The game does offer some nice crash animations. It takes a while for your guy to get up, but I guess it would take even longer in real life. All in all, Suzuki TT Superbikes is outrageously bad, ranking among the most worthless PS2 titles I've ever played. © Copyright 2008 The Video Game Critic.
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1 or 2 players 


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