Last modified 2008/10/25. Screen shots courtesy of IGN.com.
The overriding criteria is how fun the game is to play, although control, graphics, and sound are also taken into account. |
Tossing together a collection of emulated old games should be easy money for game companies, but time after time I see these compilations botched in every conceivable way. Atari Classics contains some of the greatest arcade games ever made, including Asteroids, Centipede, Millipede, Warlords, Tempest, and Battlezone. Less great, and somewhat lame, are Pong, Breakout, and Lunar Lander. None of these games are perfectly emulated (some of the sound effects are noticeably off), but by and large they look and play just like the originals. Control is an issue however, because most of these games were designed to be played with track-balls or paddles. I had never been sold on the PSP analog "nub", and Atari Classics really makes it obvious how worthless that thing really is. You don't get anywhere near the same degree of control. Updated versions of each game are also included, incorporating fancy graphic effects and sophisticated music while remaining faithful in terms of gameplay. Few games benefit from the overhaul, with the exception of Warlords which offers a fascinating futuristic interpretation of the classic four-player battle game, with an edgy soundtrack to boot. The new particle effects that adorn games like Asteroids, Centipede and Missile Command only serve to clutter up the screen, making it harder to tell what's going on. The tiny screens don't help matters. Instead of these games being reformatted to PSP proportions, the playing fields have been cropped! Many objects are downright miniscule, and you can barely even make out the letters on the Asteroids high score screen! And despite the modest technical requirements of these games, you'll spend an inordinate amount of time staring at load and save screens. Why does it take 15 seconds to save a high score? That's five digits people!! What the hell? Finally, although there's a slew of Atari 2600 games to unlock, you'll need to complete all of the pre-defined objectives for each arcade game to do so. That's asking a lot, especially when playing games like Lunar Lander and Pong are such a chore. At its core Atari Classics is solid gold, but as usual, this package fails to do the games justice. © Copyright 2008 The Video Game Critic.
As a fast-paced baseball game with simple controls, The Bigs is an ideal sports title for a portable system. With its five-inning games, you can bang out a contest in about 20 minutes, in contrast to other baseball games that drag on until you fall asleep. The Bigs is a decidedly arcade experience, with acrobatic catches, flaming fastballs, scoreboard-smashing homers, and jarring collisions at home plate. Simple to play and addictive, The Bigs is for gamers who prefer to get right down to business without all the tedious delays and pauses associated with real baseball. I love how the runners move automatically, eliminating the baserunning confusion all too common in most baseball games. The only thing I really don't like is the predictable "power blast" power-up, which always results in a spectacular homerun. The game's brisk pacing is commendable, but you will have to watch the 2K logo spin for a second or two between batters. The teams, players, and stadiums are totally real and they look great. The graphics are scaled back a bit from the PS3 version, but on the small screen you'll barely even notice. The commentator does a fair job, but his play-by-play can become fragmented at times. The "rookie challenge" mode will keep solo gamers occupied, and you can play a friend via wi-fi. A lukewarm "homerun derby" mode is included, but sadly, innovative "baseball pinball" mode did not make it onto the PSP. Still, it's highly unlikely you'll find a more enjoyable baseball game for your PSP. © Copyright 2007 The Video Game Critic.
Not to be confused with the PS2 Capcom Collection, Remixed offers a new set of 20 arcade-perfect games from the late 80's and early 90's. There are a few big names and a lot of hidden gems. All of the games include a two-player mode. 1941 (released in 1990, grade A-) is actually a sequel to 1943, offering the same great WWII plane shooting action, but with more advanced graphics and audio. It's one of several games that's best played holding your PSP vertically. Avengers (1987, F) is an outrageously bad fighter where you kick and punch thugs from an overhead point of view. In the mega-hard Bionic Commando (1987, B), our hero uses a grappling hook to navigate platforms instead of jumping. Black Tiger (1987, B+) is a hectic but engaging side-scroller similar to Ghouls and Ghosts. Block Block (1991, A-) is a Breakout clone with helpful power-ups and bricks that are spaced further apart to facilitate crazy chain reactions. Despite lacking the fine-tuned control of a paddle, it's still one of the more addictive games in this collection. Final Fight (1991, A) is the original classic side-scrolling brawler, and Captain Commando (1991, A-) is its futuristic cousin. In Forgotten Worlds (1988, B+) you hover and rotate in a jetpack, blasting hoards of robots and lizard men in a post-apocalyptic world. Last Duel (1988, B-) plays like a futuristic Bump N Jump at times, but also contains more conventional vertical shooting stages. Legendary Wings (1986, C) alternates between vertical shooting and platform action, but much of its graphical detail is lost on the small screen. Magic Sword (1990, B+) is absolutely frenetic medieval hack-n-slash adventure with phenomenal graphics. Mega Twins (1990, C) is similar but with more whimsical graphics and less intuitive controls. Quiz and Dragons (1992, B) is a strangely compelling quiz game with a medieval theme. Just to give you an idea, imagine encountering a goblin in the woods and having him ask you the name Ron Wood's former band, or Fred Astaire's dance partner. Section Z (1995, C-) is a lousy side-scrolling shooter with little to offer, but Side Arms (1986, B) features sharp graphics and absolutely crazy firepower. Speed Rumbler (1986, D) is an odd little bumper-car shooter with tiny vehicles and miniscule people. Street Fighter (1987, C) is interesting for historical reasons, but not so hot in terms of gameplay. Strider (1989, A) is the excellent (and surprisingly gory) hack-n-slash adventure set in exotic lands. Three Wonders (1991, B+) offers a trio of unique games (platform shooter, flying shooter, puzzle), each being good enough to stand on its own. Varth (1992, A) rounds out the collection as a chaotic vertical airplane shooter similar to 1941. Capcom Classics Remixed automatically saves high scores, and each game includes unlockable history, tips, art, and music. With so much quality gameplay, this is really the only disk you need for your PSP. © Copyright 2006 The Video Game Critic.
I had expected last year's Ultimate Ghouls and Ghosts to be the definitive PSP game, but that one let me down. Castlevania: The Dracula X Chronicles, however, is the real deal. This is easily the best reason yet to own a PSP. The original Dracula X was released in Japan for the PC Engine (Turbo Duo compatible) in 1993, and hardcore gamers have long regarded this Japanese import as the best Castlevania game ever made. With Chronicles, now everybody can see what all the fuss was about (well, PSP owners at least). Dracula X Chronicles is a remake of Dracula X, spicing up its classic 2D gameplay with stylish 3D (yet unobtrusive) visuals and enhanced cinematics. The controls are fairly simplistic (the lack of a dash move is glaring), but you can't question the addictive gameplay and superb stage designs. Unlike the endless labyrinths of the newer Castlevania titles, Dracula X is more linear but brimming with distinctive locations and memorable sequences. Enemies include floating eyeballs (with tails of course), miniature hunchbacks, medusa heads, and skeletal dragons. Bosses you'll encounter include a leaping werewolf, a massive minotaur, and a headless horseman. This updated Dracula X alone would be enough to justify a purchase, but wait - there's more. The original Dracula X is an unlockable, along with the critically acclaimed Castlevania: Symphony of the Night (Playstation, 1997)! Question: Why in the [expletive] are these awesome games locked? I mean, you paid for the [expletive] things, and they're featured on the [expletive] box, and now you need to unlock them? I'm sorry Konami, but that was a real bonehead move. Even so, I can't let an idiotic decision like that rain on the parade, because Castlevania: The Dracula X Chronicles may be the best hand-held game you'll ever play. © Copyright 2007 The Video Game Critic.
To be honest, I didn't have high hopes for Daxter. I suspected this was a cheap knock-off of the Jak and Daxter series, which has been in decline for years. I was wrong. This is one of the best-looking, best-playing 3D platformers I can remember. And that means something coming from a jaded critic like myself. Beautiful to behold and thoughtfully constructed, Daxter's gameplay is surprisingly fresh and infused with good humor. Although somewhat irritating as Jak's sidekick, Daxter comes across here as quite funny and endearing. His squirrel-like appearance makes him appear soft and cuddly, and his animations are always a hoot. As a diminutive exterminator in a futuristic world, Daxter embarks on various missions to swat and spray an array of colorful creeps in lush meadows, subway stations, and construction sites, just to name a few locations. The controls are tailor-made for the PSP, and the analog nub works especially well. Daxter is a nimble little fellow, able to crawl through pipes, climb, and slide down poles and wires. His pesticide gun lets him to stun bugs from a distance, and by pointing it downward he can use it to hover. It's amazing how each stage offers something new so the action never becomes repetitive. As icing on the cake there are Matrix-inspired fight sequences that are an absolute joy to play. Daxter's gorgeous graphics look clean and crisp, sporting color combinations that are oh-so pleasing to the eyes. The audio is equally outstanding, thanks to its elegant orchestrated music soundtrack. It's usually quite easy to determine where to go next (look for the spotlight), checkpoints are spaced appropriately, and you can save your place at any time. There are some minor camera issues, and a few "what to do now" moments, but overall Daxter delivers outstanding 3D platform action. © Copyright 2006 The Video Game Critic.
This budget title is a pretty run-of-the-mill by PSP standards, following in the footsteps of morbid platformers like Death Jr. and Medievil. You control a reanimated corpse on a quest for revenge, with the main gimmick being your ability to swap heads on the fly. You have several to choose from at a given time, each with their own powers. One lets you jump high, another lets you suck in liquids, another makes you stronger, etc. We've all seen this type of thing before. The game gets off to a questionable start with a lengthy introduction that concludes with the lead character dropping the F-bomb. The animation is nice, but the scenery features a lot of non-descript hallways and plain-looking rooms. Dead Head Fred incorporates hand-to-hand combat, puzzle solving, and platform jumping. It isn't terribly original, but the pacing is good and the effective musical score often mixes a playful piano with more ominous tones. You can save your progress at any time. The game seems playable enough at first, but you end up struggling with an unruly camera and some terribly unforgiving platform jumping. In one stage you need to jump across a series of sinking lily pads, and the degree of frustration is almost enough to award the game an instant F. A minor title like this does not merit that degree of aggravation. Even at a budget price, I'd have a hard time recommending Dead Head Fred to anybody. © Copyright 2008 The Video Game Critic.
Death Jr. offends my video game sensibilities in so many ways I don't even know where to start. It stars a diminutive skull-headed kid battling his way through a series of uninspired stages to save his friends. Death Jr. tries to convey an off-kilter sense of humor, but the dialogue comes off flat, and Jr's freaky "friends" are more disturbing than comical. The action consists of the mindless shooting and hacking of regenerating creeps while trekking through angular, banal locales including a museum and a school (snore). I still don't know what "Meat World" is supposed to be, but it sure is boring! Ghouls relentlessly pummel you with projectiles, and these monsters are so poorly rendered that you can't even tell what they're supposed to be! But the game's main offense is how poorly it plays. The targeting system wreaks havoc on the framerate, adjusting the camera is a constant struggle, and the clipping problems are unforgivable. I can't tell you the number of times I was able to see past (or move through) "broken" walls. The minor-key musical score isn't bad, and you can save anytime, but these bells and whistles can't make up for the atrocious gameplay. I would have given Death Jr. points for originality, but then I remembered there was a Medi-Evil game for the PSP, and that has to be better than this. © Copyright 2006 The Video Game Critic.
You don't normally catch the VGC reviewing RPG-style adventures, but Dungeon Siege packs enough raw action to maintain even the shortest attention spans. Like most Diablo-style games, you'll explore towns, forests, caves, and ruins, battle monsters using melee and spells, collect treasure, and gradually grow more powerful. The Lord of the Rings (LotR) influence is evident, especially when you encounter the scrawny, fishing-eating "Scuttles". Dungeon's graphics are outstanding, with rich scenery and a tilted overhead camera that always zooms in as tight as possible. Monsters are highlighted and labeled, so it's easy to tell whom you're up against at any given time. The combat relies heavily on button-pounding, but that just adds a nice retro flavor (think Golden Axe). You only control one character directly, but a small sidekick who resembles a pet Balrog (the lava demon from LotR) fights by your side. Throughout your journey you may accumulate a number of concurrent quests, but these are easily referenced from the handy status screen (via the Select button). Unfortunately, some of the more tedious quests will have you backtracking all over the place to locate a specific item or person. The combat aspect is satisfying, and I like how you battle substantial creatures from the start - there's no bunny-killing nonsense in this game. Upon defeating a creature, gold coins and "loot" scatter about. By using the game's handy "item compare" mechanism (R button), it's actually fun to size up new weapons and armor. I also found the process of upgrading abilities and learning new skills to be fast and intuitive. Dungeon Siege boasts an outstanding orchestrated musical score, and you can save your place at any time. The load screens are kept to a minimum, but their meters are the annoying kind where the last 10 percent is 90 percent of the wait. Still, Dungeon Siege has managed to maintain my attention for several weeks, and I still feel like I've barely scratched the surface. This is one easy-to-play adventure that even casual warriors can appreciate. © Copyright 2007 The Video Game Critic.
The same game is available for both the Playstation 2 and Xbox, but oddly enough Family Guy shines brightest on the PSP. The cell-shaded graphics look exceptionally vibrant and clean, and the wide angle provides an optimal view of each stage without having to fiddle with clumsy camera controls. Throughout the game you'll play as three characters, including an obese father, brainy white dog, and infant genius. Peppered with clever dialogue, Family Guy exudes an offbeat brand of humor more sophisticated than the Simpsons or South Park. There are pop references galore, although some are rather obscure. Family Guy's gameplay is a virtual smorgasbord of styles. There's platform-jumping, target shooting, puzzle-solving, and even hand-to-hand combat. You'll beat the donuts out of cops (literally), and jump on the bellies of pregnant women in a hospital ward, launching babies (and other things) in the process. It's completely over-the-top, but I never found Family Guy to be crude or offensive. The short stages and auto-save are perfect for short gaming sessions, although the obligatory "stealth" stages certainly tried my patience. The controls are terrific, and I actually prefer them to the console versions. Though not a fan of the television series, I still found Family Guy to be an entertaining little romp. © Copyright 2006 The Video Game Critic.
Are you ready for pain? Ghost Rider was playable on the PS2, but its demanding controls effectively transform your PSP into a medieval torture device. This is the first PSP game I've encountered that's required me to hold in the shoulder buttons while pounding the front buttons, and my contorted hands paid a hefty price. A combination beat-em-up/motorcycle racer, Ghost Rider stars a dude with a flaming skull wielding a chain and a shotgun. The first stage is set in Hell, and I'm glad, because I've always wondered what Hell actually looks like. And wouldn't you know - it's exactly as I envisioned, with fire everywhere, brimstone, bottomless pits, and crumbling ruins. Yes sir, it is awesome! Those highways threw me for a loop, but hey - I guess demons need to commute too. The vibrant reds and yellows look absolutely gorgeous on the PSP's high contrast screen, and the comic-book style intermissions are pure eye candy. Sadly, most of the action boils down to mindless hack-n-slash combat against regenerating demons, although the ensuing pyrotechnic effects look pretty wild. It's mildly amusing for a while, but I really hate the demons surrounded by shields - they take forever to wear down. There are subtle differences between this and the PS2 edition of Ghost Rider. Instead of moving between contiguous areas, magic portals teleport you between locations, which is pretty lame! The motorcycle stages are a nice change of pace, letting you plow through creatures in the road, whip other riders, and jump across massive chasms. Unfortunately, the physical discomfort inflicted upon your hands from playing this game for more than 15 minutes cannot be overstated. I hate to blame 2K for the PSP's button layout, but hey, it's all part of the package. The analog nub doesn't do you any favors either when it comes to oversteering your bike. The story mode can be considered a bust, but the racing-only "challenge" mode is decent and less taxing on your hands. Don't expect a demonic version of Mario Kart though. The carnival and Daily Planet tracks convey atmosphere, but you'll be annoyed to no end by weapons that black out your vision, mess with the controls, or flip the screen. You'll need to be a real die-hard Ghost Rider fanatic to appreciate this PSP title. More casual fans should check out the PS2 edition first. © Copyright 2007 The Video Game Critic.
Okay, now it's time for the Nintendo DS fans to be envious for a change! Gradius Collection contains five arcade-perfect 2D side-scrolling shooters released throughout the late 80's and early 90's. Asking a classic gamer if he likes Gradius is like asking him if he enjoys breathing air. Gradius set the standard for 2D shooters with its twitch gameplay and innovative weapon selection. On the surface, it looks pretty generic as you fly through caverns, blasting oncoming ships while dropping bombs onto stationary cannons. What's unique is how you collect pods and redeem them for power-ups. The longer you last, the more weapons you amass, although you lose them with your ship. Despite the incremental graphic improvements of each game iteration, the core gameplay has always remained the same. The first Gradius is so fun and addictive that in of itself practically justifies this disk. The second and third iterations incorporated some vertical scrolling, along with those trademark "sand lions" and flaming serpents. After watching Terminator 2 one too many times, the programmers made everything in the fourth edition look like liquid metal. The previously unreleased Gradius Gaiden offers more ship customizations, better explosions, and more "interactive" environments, like walls of falling ice. All of these games look terrific and feature well-orchestrated music scores. One trademark of Gradius has always been its insane difficulty, but this collection caters more to the casual gamer. The triangle button provides rapid-fire shooting and constant bomb dropping, saving your hands a lot of wear and tear. Upon losing a ship, you'll resume mid-stage instead of starting over from the beginning. The default difficulty is easy - too easy in fact. I recommend bumping it up to at least normal. There's even an option to adjust the collision detection, so minor scrapes no longer have to be fatal. Despite being very similar to each other, all five games are extremely fun and endlessly replayable. High scores are automatically saved. It's becoming crystal clear that the PSP is ideally suited to old school 2D action, so let's hope there's plenty more on the way. © Copyright 2006 The Video Game Critic.
Initially, I wrote off Hot Shots for the PSP as yet another PS2 rehash - a second-rate port with nothing new to offer. I guess I was wrong, because now it's my favorite PSP game! Simple put, this is a joy to play. I already own the four previous Hot Shots games, but there's something about viewing those deep blue skies and lush green hills on the PSP's wide screen. If there's one game that shows off that beautifully crisp screen, it's this. But Hot Shots is more than just a pretty face. Unlike previous versions, this one is specifically geared toward the single-player experience. It grabs your attention with its easy, fast gameplay, and then strings you along with enticing challenges and bundles of rewards in the form of new courses, characters, medals, ability boosts, promotions, and various whimsical accessories. A single round only takes a few minutes to play, making Open Tee ideal for gaming "on the go". The three-press swing meter beats the hell out of Tiger Wood's analog swing mechanism, and excellent camera angles make it easy to judge your shots. I only wish the overhead view was assigned to a different button besides the tiny "Start" button, since I use that a lot. The characters look pretty familiar, but the multi-tiered courses with multiple paths seem fresh and imaginative. Hot Shots gets the details right too, auto-saving your statistics, marking long shots, and featuring varying weather conditions. As an indicator of how much I enjoyed the game, it's the one PSP title I've played where the batteries keep dying on me! Previous Hot Shot games were always fun to play against friends, but thanks to this slick portable edition, you don't even need friends anymore! © Copyright 2006 The Video Game Critic.
Infected didn't make much noise in the media, but I found this to be a surprisingly enjoyable zombie shooter. Each stage is only a few minutes in length, with your goal being to clear out ghouls in a certain part of a city. Viewing the action from behind your character, you "wear down" oncoming undead with conventional firearms before finishing them off with your "viral" gun (insert joke here). Zombies at full strength are surrounded by a yellow glow, and weak ones glow red. It's especially satisfying to score "combos" by splattering several weak zombies at a time. Infected has a real arcade flavor, with brief stages and plenty of frenetic strafing action. You'll acquire better weapons and abilities as you advance, although the controls for switching weapons are needlessly confusing. But that didn't bother me as much as the lowbrow humor. As you receive audible status information between stages from police radios and news telecasts, the game too often resorts to juvenile humor and gratuitous profanity. It makes an otherwise enjoyable little shooter feel like a tawdry affair. Infected's graphics won't turn any heads (the characters look like cardboard cut-outs), but the urban scenery looks pretty good. Despite its flaws, Infected managed to get under my skin. It certainly excels in the instant gratification department, making it ideal for portable gaming. © Copyright 2006 The Video Game Critic.
It's ironic how the PSP finally gets a critically-acclaimed title that's both 2D and completely original, and what happens? It doesn't sell. But truth be told, LocoRoco isn't nearly as great as other critics might have you believe. I've noticed that many reviewers become so charmed by a game's originality that they can no longer objectively judge its gameplay. But not this critic. LocoRoco is attractive, quirky, and kid-friendly, but it's no Katamari Damacy (PS2, 2004). Loco's gameplay involves tilting the screen to make the cute, round "LocoRoco" roll and jump through a world of bouncy flowerbeds, winding tunnels, and streams of wind. As you traverse each course you'll want to avoid the nasty black "Mojas" and gather berries that allow you to grow. Using the circle button, you can either merge your Locos into one slow, large blob, or divide them into a collection of smaller Locos (which are easier to lose). The colorful 2D graphics are inviting, and the worlds are uniquely soft and squishy. Tilting the screen involves holding in the shoulder buttons, and I couldn't help but think how much better this game would be had the PSP contained some sort of tilt-detecting mechanism. Jumping involves holding in and releasing both shoulder buttons at once. The gameplay seems compelling for a while, but despite its thoughtful stage designs, Loco Roco gradually becomes monotonous and I found myself struggling to maintain interest. The music is entirely in Japanese, much of it sung by a whiney chorus of kids. Not only are these tunes extremely corny, but they'll really get on your nerves. I hate to rain on the parade, but this isn't the "must-have" title PSP fans have been waiting for. LocoRoco is just medio-co. © Copyright 2007 The Video Game Critic.
Okay, let me get this straight. This is the title early PSP adopters were hanging their hats on? This is puzzle game an EGM reviewer recently described as "revolutionary"? Give me a [expletive] break! Had the original PSP game selection not been so lackluster, this Tetris knock-off would have received little or no attention. Lumines features colored blocks falling from the top of the screen that can be arranged into square clusters of various sizes. A visible line constantly scans the screen to clear out the squares, allowing you to rack up points and combos. Lumines is easy to learn, but I didn't find its gameplay particularly addictive. The main "challenge" mode runs too long and wears out its welcome. Sure you can win "skins" - but who gives a [expletive]? The timed modes are seriously lame and the puzzle mode is absolutely unbearable. Thankfully, the "CPU Versus" mode saves the day by offering short, competitive contests. Played on a vertical split screen, you land combos to "squeeze" your opponent's area, and I like the concept. The Lumines faithful love to rave about the slick visuals and trendy soundtrack, but truth be told, they're so not hot. For each attractive "skin" there's a hideously ugly one, and the techno music is a mixed bag. Some of the songs feature high-pitched voice samples that are downright annoying. Lumines isn't bad but it's not great either. It's just one of the most overhyped PSP titles. © Copyright 2006 The Video Game Critic.
Select a new range of PSP reviews: A-L [M-Z] [Next]
Return to PSP main page.
Return to The Video Game Critic's Main Page.