One of the best parts of SA/DX is how fast it can go. With some exceptions (the excruciating casino stage, getting lost treasure hunting as Knuckles, and ... Big the Cat), it is possible to blow through Sonic Adventure in short order without too much trouble. I'm far from the best at it but I do enjoy occasionally winding down a quiet weekend with an afternoon of Sonic Adventuring start to finish.

Something this game did that its followups failed to follow up on was streamlining. The scenery is just as pretty, but there is no obligation, and even little motivation, to stop and drink it in. Despite glitches and one of the most awkward cameras in the universe, finishing a stage in two minutes and only glimpsing its surroundings captures a great deal of the essence of Sonic the Hedgehog.

Progress: finished in 4:46

Rating: Good

Definitely a good game, but there are some things really holding it back, which have thankfully all been amended in its sequels. Some gameplay elements didn't sit well with me, like abilities that are poorly documented (I got a "super jump" less than halfway through the game but didn't know how to use it until just before the final boss), the crippled shop (my inventory is full of useless items that I can't sell), and the underwhelming extra modes after beating the game.

The voice acting is terrible - but there's not a lot of it. The endings are also pretty meh, but it's not a big downer. What gets me the most is still the technical limitations, and I'm really, really glad that the format changes saw that they never happened again. The flaws definitely detract from the experience, but not enough so to ruin it; SotN is a fine game despite them.

Progress: 200.4%

Rating: Awesome

It's hard not to have fun when you're playing as the ass-kicking and name-taking Alucard. The castle has a ton of special abilities and equippable items to find, including transmogrification forms (wolf/bat/mist), familiars to tag along and help out, and plenty of expendable offensive items like magic missiles and bombs. One thing SotN is lacking that its followers have in spades is standard weapon types: there are short swords, long swords, and some maces (which are pretty much longer swords), but that's about it.

The Metroidvania formula, even in its earliest incarnation, is pretty solid. But, there are some detrimental elements in Symphony. Most of them are technical - between the two-dimensional particle effects and background parallax, this sidescroller really taxes the Playstation's resources, resulting in some situations of intense slowdown. There's also the bothersome load times when entering an area with new music (and the music itself doesn't loop quite properly either).

There's also the midway point, at which you may think you're beating the game - and in fact you can get a bad ending here - but no, there is an entire other castle in the sky! It brings the game to a more respectable length (I'm currently projecting about 10 hours, where it would formerly have been closer to 6), but doubling the map's size out of nowhere is a little sketchy.

It is quite fun, and I can't wait to wrap the final boss up and try the extra modes, but it's hard to ignore the performance limitations of a sidescrolling game.

Progress: Level 38, 139.0%

Rating: Good

Though I have played all of its spiritual successors, I have only just gotten around to the one that started the Metroidvania movement: Symphony of the Night. This was the first Castlevania designed by Koji Igarashi, now known as IGA, That Crazy Castlevania Guy.

Take the classical sidescrolling Castlevania formula, and add Metroid-style overworld navigation, equippable weapons and items, and all-around badass Alucard as your main character. Throw in a pinch of good musical composition and some awful voice overs and you've got yourself SotN.

It's clear what a giant leap forward this was in Castlevania history, but playing it now I can't help but recognize points of obsolescence. It is interesting to see features like the two-handed equipment system that have not recurred in the series, but it is also easy to see why, as it does not really contribute much to the game.

Progress: Level 16

Rating: Good

Call me late to the party, but this is my first excursion into the world of Fallout. I knew going into it that I would be playing an RPG set in a post-WWIII world rife with dry humor. What I didn't know, or rather, what I didn't really think about is how much it has aged. Fallout was first released in 1997: the same year as Diablo, and in many ways their antiquities are parallel.

Fallout is heavily inspired by classical Dungeons & Dragons RPG concepts, and unlike the simplified character system in Diablo that instantly drops the player into a click-and-kill dungeon, Fallout actually allows a full character sheet customization process (there are also premade characters available). Some of the character attributes, like Strength, Intelligence, and Charisma, are just what you might expect; but then there are other cool thematic abilities, such as Science and Repair.

I'm not very far into it yet, but the mood is definitely morose and suitably post-apocalyptic. There is not much depth of gameplay so far, but I'm assuming this will change when I actually begin to gain levels. Surprisingly, the voice acting isn't bad, and could probably be evaluated as above average by today's (blech) standards.

Progress: Shady Sands

Rating: Meh

You should know going into Hotel Dusk that it's not very action-packed. Everyone's favorite attorney game has a certain flair to it, an ever present excitement to solving cases and grilling witnesses. But Hotel Dusk, though covering similar territory, is much more subdued. Throughout the whole of the game, which I suppose took somewhere around 8-12 hours, I felt pressured for perhaps a total of two minutes. This isn't necessarily "bad" depending on one's tastes. Ultimately, it is less like a video game, and more like a book. In fact, I would go so far as to say that this was Cing's mantra all along, as the game-like portions are somewhat rough around the edges while the storytelling is highly refined.

Yes, it is very well written. Hotel Dusk is a surprising example of how a good detective story can be told outside of a thick novel or an abridged film. Figuring out the running plot was rarely what I would call difficult, but was nevertheless intriguing and enthralling. By the last few chapters I simply couldn't put my DS down; I had to keep pushing toward the truth.

Which brings me to my final point - casual play. As I said, the "game" elements lend themselves pretty well to a casual player. But at the same time, I think if you were to take long breaks between loading save files, you'd be at a disadvantage. This is because so much of what happens in Hotel Dusk is reliant on your attention to and memory of past events. If you do decide to play this game in spurts, be sure to make extensive use of the in-game notebook.

Progress: Complete

Rating: Good
Playing A Game Tron 2.0 Mac

Forgot to mention - the presentation is pretty cool, depending on how powerful your system is. Stuff like full screen glow and ambient sound effects can make for total Tron immersion but they are a huge performance drain.

In the end I am pretty bitter about Tron 2.0. All the pieces are here for a fantastic title, boring plot be damned, but the lack of appropriate difficulty balance (and my subsequent necessity to enable God Mode to get anywhere) makes it a non-game. I bet there are real FPS pros and masochists out there for whom this challenge is perfectly feasible, but Easy Mode was not easy enough for me, and that's simply not fun.

Progress: cheated

Rating: Bad
Playing A Game Tron 2.0 Mac

I tried, tried, and tried again to get past the Legacy Code chapter in Normal Mode. I even tried a few times in Easy Mode. In the end I had to use the God Mode code to get anywhere. Forgive me, Gunpei, for I have cheated.

The Tron nostalgia is cool. The gameplay mechanics (subroutines) are cool. The environments and enemies - Oh and did I mention the tanks? - are cool. The plot is ... pretty vacant, though it at least loops back into the Tron nostalgia. But Tron 2.0's difficulty balancing is far and away the worst I've seen in any game, ever. This isn't a case of being thrust into a Contra style apocalyptic battlefield, but a case of being requested to arrange drive lenses and activate I/O nodes while taking fire from all sides from weapons that can bring you from full to dead in two seconds flat.

I know I'm awful at shooter games in general, but I also know that being outmatched in Easy Mode at less than 20% of the way through the game is a huge problem. I'll continue playing in God Mode just to see how it plays out, since it's still marginally fun (some things like jumping puzzles and timing challenges are difficult even with total invincibility), but it's already lost any possibility of being a real, fun game.

Footnote: lightcycle races are a recurring theme, so it turns out that I wasn't done with them after all.

Progress: Master User - Remote Access Node

Rating: Bad

Hotel Dusk is a detective novel in a DS game card. As ex-cop and main character Kyle Hyde, you'll walk around a 3d-rendered hotel, looking for clues, interviewing guests, and solving puzzles to unravel the riddles around the mysteries around the enigmas. The plot involves not just a mission from Hyde's current employer, and not just peculiar hotel guests, but Hyde's old partner and a raw deal from his past on the force.

I've only finished Chapter 1 so far, so the mind-bending is pretty simple. But I did manage to get a game over already! One of the neat things about Hotel Dusk is the choose-your-own-adventure inspired narrative. For the most part your decisions will just alter some dialog, but if you make a bad one you'll end up being kicked out of the hotel and staring at a Game Over screen. Of course you can go back to where you made the mistake and try it again, but it bolsters the importance of saying the right things and asking the right questions.

The dialog so far is really well written, and though I've barely met a few of the hotel's cast of characters, they're all shaping up well. There's a little girl, staying with her father, who doesn't know where her mother is; a woman who talks hardball, but gets nervous at the mention of police; a sophisticated author who gets a little too wrapped up in his reading; even a bellboy from Kyle's time on the beat who has a few secrets of his own. It's not just what they say, either - everyone's manner of speaking and vocabulary is precise, and intentional. The scripting is excellent.

I haven't been blown away yet, but the remainder of the game shows tremendous promise.

Progress: Chapter 2

Rating: Good
Playing A Game Scurge: Hive GBA

It's easy to harp on the Metroid Fusion similarities (which are numerous), but Scurge: Hive stands on its own as a solidly fun title. The game took me about ten and a half hours all told, and once you complete Normal mode, you can go on to play Hard, then Super Hard, then Bleeding Eye Sockets modes, if you're into that sort of thing (these being the only forms of replay/unlockables).

It's not going to win any graphical awards, but most things look crisp and clear (there are a few perspective-related visual glitches). Likewise the soundtrack isn't epic, with level themes ranging from "pretty good" to "meh," but sound effects are surprisingly effective, especially given the hectic nature of the game's pacing.

The infection timer is a really cool gimmick, and really the feature that makes it more than just a Metroid knock-off. It, along with hordes of enemies, alters the whole game atmosphere significantly. Your goal isn't exploration: it's survival. The levels aren't designed for the player to probe the minutiae of crumbled walls, but for the player to shoot the fuck out of the weird monsters in the way and get the hell out of there. As such, backtracking isn't a research expedition but a liability, and if you miss a keycard (required to open some doors) going back for it is a royal pain.

Whether the "To be continued" at the end of the credits will be fulfilled remains to be seen, as Scurge was a fairly low budget project from a fairly low budget studio, but at the same time it is living proof that the small development team is not dead. I admit that my initial expectations were quite low, but I was very pleasantly surprised. Kudos to you, Orbital. (Give me Pirate Battle!)

Progress: Beat normal mode

Rating: Good