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May 17 2018

Call of Duty: Black Ops 4 will have three zombie maps at launch

Call of Duty: Black Ops 4 will have three zombie maps at launch screenshot

While zombies being present in Black Ops 4 was kind of a given, Activision confirmed during today's reveal event that three different zombie maps will launch with the game. Each will feature wildly different themes and have distinct player characters as well as feature bot support for solo players.

Along with that, there will be weekly challenges for zombies mode alongside a whole host of customization options. If you feel the game is getting too easy, you can customize the parameters for player health, zombie damage, zombie speed, etc.

The first map shown was set in a gladiatorial arena. Called "IX," I'm not exactly sure what the whole story is, but it looks like players will be trying to survive a zombie uprising in ancient Rome. There are rituals and weird priests and this looks absolutely nothing like past Call of Duty games.

The second map, "Voyage of Despair," came about from the idea of zombies being unleashed in a more vacation like atmosphere. Here, the plot seems to resemble Raiders of the Lost Ark and involve trying to prevent the destruction of the world by stealing an artifact. Obviously that fails and you'll need to fight your way out.

Finally, the last map looks to be a more traditional take on zombies that was introduced in World at War. I'm not sure if the setting is in Alcatraz or just a general prison, but you'll be tasked as fighting off zombies in the series' typical war backdrop. Titled "Blood of the Dead," this is apparently a return of a fan favorite zombies map from the past.

Despite me not having played Call of Duty in nearly a decade, I'm actually damn excited to try these zombie maps. These look like just the right amount of crazy to keep the gameplay from growing stale. This reminds me of how insane I thought that JFK zombie map was in the original Black Ops, which is certainly a good sign.

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Blackout, a Battle Royale mode, is coming to Call of Duty: Black Ops 4

Blackout, a Battle Royale mode, is coming to Call of Duty: Black Ops 4 screenshot

As part of today's big Call of Duty: Black Ops 4 reveal, Activision announced what everyone was kind of expecting for some time: an all new Battle Royale mode, replacing the single-player campaign in the upcoming military shooter.

Officially titled Blackout, the mode will drop players into huge maps in typical Last Man Standing gameplay. Blackout will feature weapons and characters taken from the campaigns of the entire Black Ops series. As long as that exploding RC Car is in the mix, I'm happy.

A new trailer was released to introduce the mode, which you can check out below. Call of Duty: Black Ops 4 launches on PS4, PC and Xbox One on October 12.

Go Vacation Announced For Switch With Over 50 Co-op and Competitive Activities

Vegito Blue and Fused Zamasu should arrive in Dragon Ball FighterZ by the end of May

Vegito Blue and Fused Zamasu should arrive in Dragon Ball FighterZ by the end of May screenshot

The next wave of characters for Bandai Namco's Dragon Ball FighterZ should be with us before the end of May, according to scans in Japan's latest V-Jump magazine.

DLC Pack 2, according to the article, will be arriving within the next couple of weeks, bringing with it the two recently-revealed fighters: Vegito Blue and Fused Zamasu. Vegito Blue, aka Vegito Super Saiyan God Super Saiyan, appeared in a trailer in which he was formed via the dick-smashing action of Goku and Vegita, leading to the creation of the almighty fighter.

Fused Zamasu is, of course, another blended character, created by the fusion of Future Zamasu and Goku Black, who himself is present-day Zamasu in Goku's stolen body... I think. Both of these characters were capable of untold destruction in their source material, but who knows whether that will translate to the tag-fighter's competitive scene.

DLC Pack 2, featuring Fused Zamasu and Vegito Blue should be available on PS4, PC and Xbox One by the end of May.

Fused Zamasu and Vegito Blue coming to DBFZ by the end of May [ShonenGames]

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Arc System Works gives us a look at BlazBlue: Cross Tag Battle's Team RWBY

Arc System Works gives us a look at BlazBlue: Cross Tag Battle's Team RWBY screenshot

BlazBlue: Cross Tag Battle is nearly here, and it will bring Arc System Works into the full Switch fray when it actually hits. As of right now the Switch edition is set for the same June 5 release as the PC and PS4 versions, which is a big deal when it comes to the viability of the system as it pertains to fighting games. 

For now Arc is giving us a closer look at RWBY, the anime team from Rooster Teeth that's making its way in as DLC. To re-iterate Blake and Yang will be available to download for free, a consolation prize of sorts for the original muddled DLC message that rocked the internet a while back, while Ruby and Weiss will remain part of the base game.

For those of you unaware, RWBY is a western anime that debuted in 2013 that features hunter heroines battling evil creatures. The reason they're in? Toshimichi Mori, creator of BlazBlue, is a huge fan of the series.

Call of Duty: Black Ops 4's reveal is going live soon

Call of Duty: Black Ops 4's reveal is going live soon screenshot

Activision is holding a reveal event for Call of Duty: Black Ops 4 today. Going live in just 15 minutes, we'll finally get to see some gameplay from the Roman-numeral-ignoring entry in the series. This will either confirm or deny rumors that a campaign mode has been dropped in favor of battle royale, so I'm sure Activision is going to address that immediately.

You can check out the event on the official Call of Duty website. Just to clarify, it will be going live at 1:00pm EST.

It’s almost time. Watch the @callofduty Black Ops IIII reveal event live at https://t.co/uX5PpQX8Lj, starting in 30 minutes pic.twitter.com/KeVwM99fOH

— PlayStation (@playstation) May 17, 2018

PlayStation [Twitter]

Were Senran Kagura characters planned for BlazBlue: Cross Tag Battle?

Were Senran Kagura characters planned for BlazBlue: Cross Tag Battle? screenshot

Since Arc System Works' crossover fighter BlazBlue: Cross Tag Battle launched its demo and beta, clever modders have been digging around in its data to hunt for secrets and surprises, already uncovering the game's potential DLC list.

This is really something else though. Sound files of the game's announcer shouting out character names include callouts for "Asuka" and "Yumi." While both these names are common in Japanese fiction and media, it's of note that they are also the names of two popular girls from the notorious Senran Kagura series.

Some fans have obviously gotten quite excited at this news, could a fifth franchise be joining Persona, RWBY, BlazBlue and Under Night In-Birth in this battle royale? However, letting the air out of the hype is an official spokesperson for the game who, on the official Steam page, passed off these soundbites as "leftover data" from brainstorming sessions. A video featuring the soundbites has since been pulled from YouTube.

Still, it's out there on the information superhighway now, so folk are gonna run with it. I don't care too much for the Senran Kagura titles myself, but I'm all for more brands joining this punch-up party. It's a shame "Asuka" likely isn't the badass WWE superstar. The Empress of Tomorrow should be in every video game.

BlazBlue: Cross Tag Battle launches on PS4, PC and Nintendo Switch in Japan on May 31. It will follow a few days later on June 5 in North America, with Europe to follow sometime this Summer.

Nintendo Download: Hyrule Warriors: Definitive Edition

Nintendo Download: Hyrule Warriors: Definitive Edition screenshot

Oh hey, another big Switch day! It's a port, but it's a good one.

The Switch is getting Hyrule Warriors: Definitive Edition tomorrow, as well as Runner3 on May 22, Little Nightmares, Mega Man Legacy Collection 1+2, NeoGeo Baseball Stars Professional, Banner Saga 1, Greco's Ghostly Challenge Addition + Division + Multiplication + Subtraction, Disco Dodgeball Remix, Fairune Collection, Framed Collection, Henry the Hamster Handler, Ice Cream Surfer, Invisiballs, Johnny's Turbo Arcade: Super Burger Time, Kitten Squad, Never Stop, White Night, and Yonder: The Cloud Catcher Chronicles.

The 3Ds is getting Block-a-pix Color.

If you missed last week's edition, here it is. For those who are interested, sales are going on for all platforms.

You'll need to pre-book a ticket to play Switch Smash Bros at E3

You'll need to pre-book a ticket to play Switch Smash Bros at E3 screenshot

If you're lucky enough to be attending E3 this year, with hopes of laying your hands on the new Smash Bros. title for Nintendo Switch, then you better make sure you have a ticket to play it, because that's now mandatory, brothers and sisters.

Anyone registering for E3 before May 29 should receive an email with details about signing up for one e-ticket to play the game. This process is mandatory as players will not be able to just walk up and play on the day, it seems. After application, you will then be sent a QR code which will be scanned in order to give you access to the highly-anticipated fighting game.

This process only applies to Smash Bros, all other Nintendo games will be available to play on the day on a first-come, first-served basis. In related news, anyone spotted wandering around playing their Switch console may bag themselves an exclusive pin from the Nintendo representatives in attendance.

You can find full details on the Smash Bros. ticketing system right here. E3 takes place at the Los Angeles Convention Center between June 12-14.

Review: FRAMED Collection

Review: FRAMED Collection screenshot

While mobile gaming is still home to some creative and unique experiences, recent times have seen the platform become overcrowded with microtransaction-laden experiences. This has led to a lot of great titles getting lost in the void of the App and Google Play stores. To combat this, a lot of publishers and developers have been porting their games to PC and consoles to let their hard work shine for an entirely new audience. FRAMED is one such title, which released on iOS in 2014 to wide critical acclaim and is now being made available on PC and Switch.

Being based on touch controls, the game is a perfect candidate for the transition to PC and Switch due to each format’s input devices. As far as I’m concerned, nothing was lost in the transition. FRAMED and its sequel remain every bit as charming, creative and enjoyable as they were originally.

FRAMED Collection  (PC [Reviewed], Switch)
Developer: Loveshack Entertainment
Publisher: Surprise Attack Games
Released: May 17, 2018
MSRP: $9.99

The FRAMED Collection is an aptly titled compilation of FRAMED and FRAMED 2. There are no bonuses on offer, just both of the charming games in their entirety with some new HD graphics. While I didn’t have the Switch version for testing, on PC you can control the action with your mouse and a few keys or through a gamepad. I really don’t know why you’d want to use buttons, but the choice is very much appreciated.

Your task in FRAMED is to rearrange comic book panels to help your character evade the police. The story is left purposely vague until the end, so you can fill in the blanks on what you’re carrying or what your ultimate goal is. It's very much a noir-styled thriller with the requisite twists and turns from ambiguous characters working in self-interest.

FRAMED is reminiscent of the old FMV games that the Sega CD briefly made popular. You can pause the action to let you think about how to place each comic panel and hitting play will see the scene play out with limited input. I stress that last part, because FRAMED isn’t simply a one-trick pony. Like any good puzzle game, concepts are first introduced in relatively safe environments before ramping up in difficulty leading into the conclusion.

The first of these ideas is the ability to rotate specific panels. This actually takes two forms (one with a simple left or right tilt and another with full 360-degree rotation), but the idea is that you don’t have to accept the default placement of the panel. This requires you start looking at panels in a new manner, which makes for some fiendishly clever solutions to chase sequences.

The second idea is that certain panels will become repeatable after using them. This is the only instance where FRAMED goes beyond being a casual game, requiring you to have a somewhat faster reaction time to properly manipulate each panel fast enough. You can also make endless loops where your character infinitely runs down a hallway like some odd Twilight Zone episode. That being said, it creates some tense moments that perfectly nail the aesthetic FRAMED is going for. What good film noir doesn’t have at least one chase scene?

FRAMED 2 isn’t dramatically different, but manages to improve on things like presentation and pacing. The first title utilized a single song throughout its entirety, where FRAMED 2 mixes things up with different moods and themes or each area. It feels like a more polished rendition of the first title, complete with a few new ideas to change up the puzzles. It happens to introduce those different ideas at a faster rate, making the game feel a whole lot snappier.

FRAMED 2 also has more distinct set-piece moments, with you riding a bike through multiple panels and jumping through construction sites in another. It better utilizes the potential of those repeatable frames from the first title while also brimming with more life from the characters. Metal Gear Solid also gets a shoutout, which just made me smile when I saw it.

The presentation on this new port is pretty damn solid, too. Like I mentioned above, all of the panels have been updated with HD frames and look fetching in motion. Colors pop and the silhouetted characters feel nearly 3D in their presence. The only real blemish is that a few of the fullscreen cutscenes are compressed and you can clearly see the artifacts on a properly calibrated monitor.

The audio also receives a nice bump in fidelity, sounding utterly pristine over some good speakers. I’m very fond of the sound design, as well, with gunshots taking the form of snare rolls and basically every action in the game world relating back to some jazz sound. I’d be remiss to ignore the soundtrack, which incorporates classic film noir stylings and mixes them with a faster tempo to get the blood pumping. FRAMED 2 steals the show here, but the first game is no slouch.

There isn’t too much else to mention, because both FRAMED and its sequel are short experiences. Clocking in at roughly an hour to beat each entry, you won’t be spending a huge amount of time to reach the conclusion. They are novel and present some wonderfully unique challenges, but talking about individual moments would rob the game of its unique charm. Seeing these for yourself is the way to go and I’m happy that more people will now have the chance to do so.

Barring some odd porting issues on Switch (which I can’t test), I highly recommend you grab the FRAMED Collection on your platform of choice. If you’re a fan of noir thrillers, puzzle games or just creatively presented ideas, you’re bound to find something you’ll enjoy here. It also won’t require a massive time investment, which is always a plus.

[This review is based on a retail build of the game provided by the publisher.]

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Tekken's Yoshimitsu returns once again in Soulcalibur VI

Tekken's Yoshimitsu returns once again in Soulcalibur VI screenshot

Bandai Namco have revealed the next character joining the roster of upcoming sword-and-sorcery fighter Soulcalibur VI. It's non-other than Tekken veteran Yoshimitsu, making yet another appearance on the Stage of History.

The head of the mysterious Manji clan returns to the ring, sword in hand, to lay waste to the opponent with his unique, often bizarre fighting techniques. As is always the case for the demon ninja, Yoshimitsu is rocking a whole new look for this, his sixth Soulcalibur appearance, having only been absent in the original 1995 release Soul Edge.

A new trailer was uploaded (then removed almost immediately) giving fans the opportunity to see Yoshimitsu in action, as well as showcasing his abstract Super, wherein he seemingly removes the soul from his opponent, before giving it a bit of the ol' slice-and-dice action.

Outside of Geralt of Rivia and Zasalamel, we have so far seen only the traditional poster characters, such as Siegfried, Ivy and Taki announced for Soulcalibur VI. Hopefully some more of the latter games' lesser-known cast members also put in an appearance.

Soulcalibur VI launches on PS4, PC and Xbox One later in 2018.

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Wizard of Legend is out on basically every platform, including Switch

Wizard of Legend is out on basically every platform, including Switch screenshot

We could always use more rad pixel art driven games, no matter how much a lot of people push back on them. Back in 2016 the Wizard of Legend project launched on Kickstarter to accomplish just that, and after just one month the project was fully funded and then some.

Fast-forward to 2018 and they're delivering on their campaign in just under two years on just about every platform there is, including Switch, added in November of 2017, back when the game was originally estimated to launch.

Humble, the game's distributor, informed Destructoid that the game hit number two in the Steam Global Sales Charts at launch, and was number five on the US Switch eShop. As it turns out Dale North, Destructoid's former EIC, also worked on the soundtrack for the game, so there's your big disclaimer there!

May 16 2018

The TurboGrafx-16 / PC Engine Shmup Library: Pt 2 (Arcade)

Presented by Marurun, Racketboy, BulletMagnet, and hashiriya1 Following up on Part 1 of our epic guide to the scrolling shoot-em-ups found on the TurboGrafx-16 and PC Engine family of consoles, we now have Part 2 ready to go.  This second installment focuses on arcade shmups that were ported over to the consoles.  While it may […]

The post The TurboGrafx-16 / PC Engine Shmup Library: Pt 2 (Arcade) appeared first on RetroGaming with Racketboy.

May 08 2018

Iggy’s Reckin’ Balls

The game locks the player onto a 2.5 dimension track, with an abnormably large dragonfly taking the role of Mario Kart’s Lakitu, starting races and rescuing those who tumble below.

This review is brought to you by Dante Mathis. If you want to review a game for Retro Garden, please write for us.

When factoring in racing games on the Nintendo 64, ones mind immediately snaps to the primary games of Mario Kart 64 and Diddy Kong Racing, however an underrated, and third party racing game developed by Iguana Entertainment. Iguana is best known for their first person shooter series Turok, along with the home ports of various NBA Jam titles. Though aside from their sports and FPS ventures, in 1998 the company decided to give their mascot his own video game, albeit it would be in a Chibi style, anthropomorphic sphere.

Nevertheless, this combat racer has lingering and very vague similarities to Super Monkey Ball, and various other combat racers, putting you on a 2.5-D, locked rail racer, moving on mostly vertically moving tracks via a grappling hook, which the player uses to either progress through the levels, avoid enemy projectiles, or even grapple with opponents, stunning them temporarily or throwing them from the track. The player can also collect various weapons to use throughout each level, which are referred to as ‘towers’ throughout the game, which has typically been a staple in the combat racing genre.

In spite of the hindrance the game style presents, the developers still crafted 10 Worlds, divided into 10 towers each, and while some may seem similar, the game utilizes gaps, moving platforms, and spinning regions of track to create a time crunch, or even creating a multi-path feeling within stages. Various terrains are also employed, such as ice, green slime, and metal, which can’t be penetrated by the player’s grappling hook, and can be a hassle when approached from below.

The player is also equipped with a glide ability to bridge certain gaps or terrains, and they have the option engaging a Turbo mode for a brief burst of speed. This, along with the included speed stripes in various towers, makes for a fast paced race almost every time, and it truly provides a decent challenge beyond the first world.

The tracks are rarely ever linear, sometimes including multiple, circular tracks which players must jump between, or as ladders one must ascend.

The game features an extensive host of characters to choose from, though admittedly there isn’t much difference, if any, in the character you pick. The game supports four player mode, which gives it the added benefit of being an underrated party game, which can turn quite competitive when four different people get behind the controller. As far as racing games go, which are my typical forte, Iggy’s Reckin’ Balls stands out as a unique spectacle, which I find myself enjoying time and time again.

The game sports the common arcade mode as is standard for most combat racers, yet it also allows you to mix towers together and create your own championship, and also boasts a time trial mode and battle mode for added replay ability. It may not have created waves when it hit the market in America, however it serves as the first and only breakthrough into the gaming world for the mascot who greeted so many young gamers at the beginning of their favorite Turok games. While I was playing this game years before I had heard of Turok, it still looms as an under appreciated, and often overlooked combat racer in the Nintendo 64 library, and I would give it a chance any day.

The post Iggy’s Reckin’ Balls appeared first on Retro Garden.

May 01 2018

The TurboGrafx-16 / PC Engine Shmup Library: Pt 1 (Exclusives)

Presented by Marurun, Racketboy, and BulletMagnet While the TurboGrafx-16 struggled to find its place in the American video game market, its Japanese counterpart, the PC Engine, managed some solid success battling Nintendo and Sega. Despite a modest lineup of exclusive successes in other genres, the PC Engine / TG16 is one of the very best […]

The post The TurboGrafx-16 / PC Engine Shmup Library: Pt 1 (Exclusives) appeared first on RetroGaming with Racketboy.

April 10 2018

The Rarest and Most Valuable Sega CD Games

  Presented by Racketboy and G to the Next Level The Sega CD was ahead of its time and didn’t quite get the support it deserved (although better than its sibling in the 32X). However, despite its reputation for Full-Motion-Video games and ports of Genesis/Megadrive games with CD audio tacked on, there are actually a […]

The post The Rarest and Most Valuable Sega CD Games appeared first on RetroGaming with Racketboy.

March 27 2018

Body Harvest

The game sports a large HUD with an ammunition meter, a health bar for you and any present civilians, a health bar for your enemies, shown here as a giant spider, and a compass/radar to keep your position.

This Review is submitted by Dante Mathis. If you want to review a game for Retro Garden, please write for us.

Long before Rockstar was enchanting our television sets with the modern gaming miracle that is the Grand Theft Auto franchise, it can be easy for people to ignore the quite colorful and entertaining past projects of the company. Body Harvest was an incredible action adventure game with some light puzzle elements akin to Legend of Zelda, albeit with a very, very watered down difficulty to them.

The game truly feels like a knock off Metroid/Zelda hybrid, however a closer look at some of the mechanics will allow someone to see the shadows of what Rock star would soon come to develop.

Body Harvest was developed by DMA Studios, the predecessor to Rock star Games, and you take on the role of a futuristic bounty hunter entrusted to explore the rather open four worlds presented to you, with the task of purging these worlds of alien parasites intent on stealing the planets population. While the combat against the aliens feels and operates smoothly, almost immediately the player will notice that you can both shoot and kill casual civilians, but also commandeer vehicles with relative impunity, which are two features which the Grand Theft Auto series is built upon. The game also features swimming mechanics, albeit you take damage while swimming, however this was an ability largely absent in GTA until much later down the line.

Aside from the comparisons, the game functions fantastically on its own. It has you scouting through Greece in the opening level, scouring giant beetles and winged parasites from the small villas, until you’re hindered by a risen draw-bridge, which leads the player into the puzzle solving aspect. Quite frequently each world will be composed of several villas chained together by a road system, with various goals spread out across the villas, not usually in order or with any pattern. These puzzles will have you going into homes and caves alike and flipping switches or opening chest to collect weaponry or items along your way. Each level does compile quite a lot to do, with each world of Greece, Java, Siberia, and America being split into several sections.

The game also boasts a variety of obtainable vehicles, some with mounted weapons, and all with varying fuel and health meters.

The game introduces vehicular combat relatively early, having you either fire projectiles or even ram smaller aliens in your various cars, trucks, or even tanks. There’s a lot of options to choose from, and many of the weapons you get as early as the first level, such as the machine gun and the Sun Disc, become incredibly useful in your fight against the alien invaders.

As you travel through the incredibly large and proto sandbox style of the game, you’ll slowly be building your arsenal for your greatest challenge of all: Making your way into the alien spaceship itself and waging a one man war against the creatures which have plagued the Earth. For a video game which relies on a simple Alien Invasion arch to drive the plot, it truly gives a World traveling feeling, tying it up with a battle with echoes like some hollow space opera. It’s not perfect, it’s not even really spectacular. It just barely stands out as a project developed by a now Juggernaut of the modern gaming world, before they got their bearings. It’s a little bland, a little bulky, a little stale, but there’s shadows of greatness in this world, and every time I play it I push myself to explore a little more, and to one day complete the quest that Body Harvest presents.

The post Body Harvest appeared first on Retro Garden.

Game Cart Contact Cleaning Guide (The Right Way)

With all of our classic game cartridges being 20 to 40 years old now (let THAT sink in), you are bound to have some pretty grubby items in your collection — even if you casually clean them from time to time (and blowing in them doesn’t really count) Personally, as I dig into my cartridge […]

The post Game Cart Contact Cleaning Guide (The Right Way) appeared first on RetroGaming with Racketboy.

March 15 2018

Banjo Kazooie

Flight, a skill learned early and used often, is a useful trick for the puzzle solving aspects of the game, as well as collected the colorful Jinjo’s in each level.

This review is written by Dante Mathis. If you want to review a game for Retro Garden, please write for us.

When I first played Banjo Kazooie I was perhaps four or five years old, far too young to understand the story behind the games development, much less that this game was much older than I was already. Prior to this, my father had a Super Nintendo, and a Playstation, and I remember fondly rushing through the games at my disposal, so I suppose 3D wasn’t a new concept to me, yet what was, was the absolutely infinite world at my disposal when I powered up this game each time.

Renting games was a weekly activity for me as a kid, as I imagine it was for many children in the late eighties and early nineties. I can attest that I must have rented this game three months in a row at times, and I never believed I would ever see the end. To this day I haven’t beaten the game, but I’ve come close, and seen the ending through others. At the time, it was the biggest challenge I’d ever known, and the near infinite world that my young eyes saw in that game seemed a great deal bigger than what little of my own world up to that point.

Looking back, it’s still impressive, with nine large and colorful worlds to explore and journey in. This wasn’t like all those games I was used to at this point, this wasn’t go to the end and pass the goal and stay alive, their was a health bar of honeycombs, a collection of music notes and eggs and feathers and all manner of things, each with it’s own distinctive purpose. It was a fairy tale, and I was right there, moving and making the decisions. Thinking back on it is bittersweet, because it impacted me in a way I can never articulate to anyone else.

Right from start up your welcomed by the kindling sounds of nature which rises to a welcoming by a chorus of our main characters, before the story is laid out before us. Our main hero, Banjo the Bear, is cast with rescuing his sister Trudy from the evil witch Gruntilda. Uncomplicated as it may sound, Gruntilda’s lair is large enough to serve as an over world to the nine other worlds ahead of you. Moving from quite and easier places like the lush Mumbo’s Mountain and the sandy beaches of Treasure Trove Cove, you’ll find yourself plunged into levels such as Rusty Bucket Bay and Click Clock Wood, which still to this day have hindered me from moving any further.

The game manages to walk the ling, almost seamlessly at times, between a collect-a-thon, platformer, puzzler, and action adventure game, with many objectives having you talk to various NPC’s throughout the level’s and figure out what to do on your own. At a young age this game instilled problem solving into me, and the genre jumping style which would become more prevalent in the gaming community.

Atop a breakable hut in Mumbo’s Mountain, with a Jiggy looming in the eye socket of his abode, we see the Shaman’s doorstep from afar.

Rare’s efforts to repackage and collectively reface their earlier Project Dream game was clearly a move which paid off in spades. The creation of Banjo Kazooie not only created one of the greatest Nintendo 64 games ever made, but it lead to a sequel which many hold in even higher regard. The game also received a Gameboy Advanced title which received mixed reviews. Currently Rare still holds Banjo Kazooie as a franchise it is proud of, and rightly so. For sentimental value alone I would give it the highest score possible, but I could never give this game a rating. It’s simply something that had not only a profound impact on me as a child, but which continued to sprinkle itself into my life as I continued to grow.

In closing, I’d recommend this to anyone whose been unfortunate enough to have never heard of it. The younger you are, the better it will be, but there’s a level of bouncy, whimsical charm that almost anyone with a gaming hobby could enjoy. Regardless of what genre you look for, there’s something in this worlds that will satisfy.

The post Banjo Kazooie appeared first on Retro Garden.

March 13 2018

Games That Pushed the Limits of the Sony Playstation (PS1)

See Other Entries of the Games That Pushed The Limits Series As somebody that has a computer science background, I’m always fascinated by games that are the work of skilled developers that learned the intricacies of a console’s hardware to squeeze every last bit of performance from the machine or use some limited resources creatively […]

The post Games That Pushed the Limits of the Sony Playstation (PS1) appeared first on RetroGaming with Racketboy.

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