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Desert Strike Amiga title screen
Developer:EA|Release Date:1993 (Amiga)|Systems:Genesis/Mega Drive, Amiga, DOS, Master System, Lynx, Game Gear, Game Boy, SNES, GBA, PSP

Today on Super Adventures I'm having a look at Desert Strike: Return to the Gulf, the first of EA's legendary Strike series and at the time their biggest selling game ever, beating titles like Road Rage, John Madden Football and, uh, Skate or Die 2: The Search for Double Trouble.

The subtitle's always made it sound like a sequel to me, but the game came out just a year after coalition forces liberated Kuwait from Iraq during the Persian Gulf War and it's actually following on from that. The problems in the Middle East had gotten a lot of news coverage at the time (if you can imagine that), so it was inevitable that a few fictional Saddam Hussain lookalikes would pop up in video games and start threatening the world.

Desert Strike was originally released on the Sega Genesis AKA. the Mega Drive but I'll be playing through the first level of the Amiga port instead because of its improved sound and enhanced visuals. You can see right now how they've enhanced the title screen with a digitised photo featuring trees (but then tinted them brown so we wouldn't notice.)

I can't exactly show the sound but I suppose I could link to a YouTube video of the Amiga title theme. It's almost but not quite entirely different to the rock theme the game has in most other versions: YouTube link of the Mega Drive theme, but I think we win either way.
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For those that are not keeping up to the latest development branch (via the autobuilds), the Xonotic developers have released a new version with various smaller changes and new official maps.

From the user "Antibody" (known for his duel commentary videos) comes this nice video overview of the new features:

(please note that due to video capture performance reasons the graphic settings are pretty low, and the game can look much nicer with different settings)

On the longer term horizon of Xonotic development, there is the very exiting news that they are currently porting their game to run on the same engine that Unvanquished uses. With this the future of Xonotic is indeed much brighter, as their current engine has not seem much development lately. See more details in this thread.

Oh and while we are talking about FOSS arena FPS: A short while ago Red Eclipse also released a new version. Changes include updated to the AI Bots and a build in universal updater to easily follow the latest releases.

Developer:BioWare|Release Date:2010|Systems:Windows, Xbox 360, PS3

Today on Super Adventures, I'll be going through the entirety of Mass Effect 2 in an epic 70 part Let's Play! Actually no I've got a better idea, I'll show off the start of it, skip through to the bits I have something to say about, then wrap it up in let's say... 2 parts. That'll mean much less writing for me, much less reading for you, and everyone's happy! Plus the last thing I want to do is spoil the whole game for people who haven't played it.

That said, this will have SPOILERS ALL OVER THE PLACE, including the identity of all recruitable characters, the outcome of Mass Effect 1, the events leading up to the ending of Mass Effect 2 and what's waiting for players at the end. But I'll put another warning before the really massive spoilers at the end so you can safely skip right past them.

If you find my spoiler warnings to be inadequate in any way, then please scream at me in the comments later so I can be depressed and guilty about ruining the game for you fix them.

(Click screenshots to open up a higher resolution version.)
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Skeleton Krew title screen
Developer:Core Design|Release Date:1995|Systems:Mega Drive/Genesis, Amiga (AGA), CD32

Today on Super Adventures I'm having a look at Skeleton Krew, which is something I vaguely remember playing off an Amiga demo disk! Apparently I subconsciously set an alarm in my head to go off exactly 20 years later, because I woke up today with a sudden inexplicable urge to see what the full game's like.

This is one of the final 16-bit games released by legendary UK developer Core Design before they embraced the PlayStation and Saturn and let Tomb Raider consume them. It's definitely the last game they made for Amigas, possibly the second last for the Mega Drive and Genesis, and it seems like they got bored of making SNES games way back in 1992 so it didn't even make it near Nintendo's system.

I'll be playing the Sega version of the game because I have a feeling it came first and will give me the better experience. Plus I've only put one other Mega Drive game on the site so far this year and that's kind of shameful.
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Disgaea title screen
Developer:Nippon Ichi|Release Date:2004 (EU)|Systems:PS2, PSP, DS

Today on Super Adventures I�m taking a look at Nippon Ichi's infamous tactical RPG Disgaea: Hour of Darkness... and I've got no idea why they called it that. I mean I get the 'Disgaea' bit (dis + gaea = bad Earth, more or less), but Hour of Darkness? More like Month of Darkness looking at howlongtobeat.com, for a completionist run anyway.

The Disgaea games have gotten a reputation for being a bit... grindy, to the point where people have their favourite grinding stages and advanced grinding strategies to maximise their grind. I'd hope that's not the only way to play this though, so for the sake of science I WILL NOT BE REPLAYING STAGES FOR EXTRA XP. For the first couple bosses anyway, assuming I can even get that far.

I should admit up front that I'm not the biggest fan of tactical RPG type games, mostly because they usually beat me up and kick sand in my face. I've enjoyed games with turn-based tactical combat like XCOM and Wasteland 2, but I find tactical RPGs like Final Fantasy Tactics tend to be punishingly difficult. In fact I don�t even like the term 'tactical RPG', as the role-playing elements tend to be limited to 'your units' stats go up'.

On the other hand I should also admit that I've played Disgaea before and there's a good chance I'll remember how most of it works! So I might be a bit better informed than usual. Be prepared for words.

There'll be spoilers up to episode 2 I expect. I won't be ruining the ending(s) or anything. Except the fact that it has multiple endings, I just gave that away.
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This is the second part of my Disgaea article. If you're looking for the first part it's over here: Part one.

It feels wrong to leave all this space under the picture empty, so I'll throw in some I'll throw in some pointless Disgaea trivia for you as a bonus: the game's so small that in Europe and Japan it comes on a dark blue CD instead of the typical PS2 DVD. The US version on the other hand comes on a regular boring DVD and uses the extra space to include both the English and Japanese voices.
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Purely by chance, I found an obviously abandoned but still fun to play mini tower defense with a skippable tutorial level and two playable missions, beautiful graphics and performance settings.

To be a master is to spam en mass

So you place towers and the shoot enemies that move towards your base. I know this! Being an impatient player type, I skipped past the tutorial and was annihilated in level 1.

Short enough messages in a hard enough tutorial level

The degree of my destruction was such, that I was thankful for the tutorial being there at all. Even though I did die in it, it taught me enough about the all-or-nothing early game (which some might refer as to "unbalanced") to get my strategy right.

Turn off for speed. Turn on for awesome!

You get 3 towers: that allows you to build more tower, one that allows you to shoot more and one that shoots. You can block paths and create mazes. There are no tower upgrades and that's okay.

All the plot. Space to continue. Take that non-skip-able intro video AAA games!

Mission #3 is not possible to win (prove me wrong) but it was a great experience to find that I was able to beat the tutorial mission after all. By deviating from the given instructions! If that's not freedom (besides being open source) then I don't know what is!

Yeah right...

Come to think of it, the ridiculousness of level 3 practically speaks "dear player, you should totally fork and make new levels!"

Made with love2d

The last commit to Turres Monacorum was in May 2014 and the game was made at a game jam. My experience dictates that this won't be picked up by the original developers any more but to any player with love2d installed, it will come as a wonderful, visually polished snack!

Download the mini tower defense game from the github release page and enjoy!

Developer:Arkedo|Release Date:2012|Systems:Windows, Xbox 360, PlayStation 3

Today on Super Adventures I�m having a go of Hell Yeah!: Wrath of the Dead Rabbit, a game with an exclamation mark in its title.

Yeah yeah, I know I�ve been playing too many modern titles lately, games that have a thousand reviews floating around the internet already, but my Steam backlog won�t clear itself! Also modern 2D platformers are interesting to me, because it�s kind of an undead genre at this point. Time and technology left this style of platformer behind, they were pretty much done (well, barely kept alive on GBA life support). But they�ve since risen from the grave and they�ve been doing pretty well for themselves for a few years now.

Some of them are made to replicate the style of classic 8-bit or 16-bit titles, with pixel graphics and retro gameplay built on the principle that the old platformers are still actually pretty awesome (and cheaper to make). Games like Shovel Knight, La Mulana and Super House of Dead Ninjas definitely fit into this category as they're designed to give gamers a rose-tinted trip back to the early 90s.

And then there's the other type: 21st Century platformers straight out of a parallel universe where the genre never fell out of popularity and carried on evolving. Games like Little Big Planet and Rayman Legends that would rather show off flashy visuals and new ideas than take you back to the past. I'm thinking Hell Yeah! likely fits into category B.

(Click any picture and it'll get bigger, but not as big as you want it to.)
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Developer:Mighty Rabbit|Release Date:2014 (PC)|Systems:Windows, Mac, iOS, Android, PSVita, Linux

Breach & Clear: DEADline is the exciting new zombie slaughter tactical thing released just a few days ago on Steam, and if I had any sense I'd be playing that instead and getting all those beautiful new game page views. But today on Super Adventures I'll be taking a look at the original old-school Breach & Clear.

I'm not actually 100% sure what kind of game Breach & Clear is yet, but I do know two important facts: it was originally developed for mobiles and my friend worked on it. I can live with the first thing, but the second is kind of an issue.

I always try to be honest and treat games fairly, but I can't help but lean toward being in Breach & Clear's corner from the start and it seems inevitable I'm going to pull some of my punches. If I were a proper reviewer I'd skip it entirely, but fortunately I'm not really. My site's as much about showing games off as it is about judging them and I can still do that while I'm being biased. Multitasking!

But yeah, ignore all my opinions here. If you're really bothered then ignore this article entirely, I don't mind.

(Click any screenshot to expand it to twice its current size!)
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Arabian Nights title screen amiga
Developer:Krisalis|Release Date:1993|Systems:Amiga, CD32

It's been exactly 30 years since the first Amigas hit stores, so today on Super Adventures I'll be celebrating by taking a look a classic Amiga exclusive! To be honest I only just learned about the Amiga's birthday from Twitter, so it's pure coincidence I'm playing this now (the game probably won't even run on an original A1000), but the timing worked out eerily well.

You can probably already tell from the title screen that Arabian Nights is all about managing your own 'One Thousand and One Nights' themed theme park! Actually no it's just another platformer from the golden age of running and jumping. That roller coaster is really a mine cart, the pirate ship ride is probably an actual pirate ship, and the guy floating around on a balloon likely didn't win it with his archery skill in a carnival game.

Despite the title, it's not an adaptation of any 'Arabian Nights' story in particular either, though if Scheherazade had gone on for a 1002nd night she might have gotten around to it. It's got that same kind of 'swords and flying carpet sorcery' fantasy setting. I know all this because I dug the game up from my hazy childhood memories, and I'm very familiar with it. Well, the first 20 minutes anyway (I didn't have much patience back then)... but I promise you I'll show you least three proper levels before I turn it off this time. Maybe more if it has continues!
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Developer:Crytek|Release Date:2004|Systems:Windows

Today on Super Adventures I'm going to immerse myself in the ultimate next generation FPS, Far Cry! That's how they describe it on the box anyway. It's also clearly labelled FARCRY, you can see the logo right there, but it's always written out as "Far Cry" in text so that's what I'll be calling it.

2004 wasn't a bad year for first person shooters, with people finally getting their hands on massively hyped sequels like Doom 3, Half-Life 2 and Halo 2. Far Cry on the other hand was a new IP from a unknown developer and it came out of nowhere. I never saw it coming anyway, which is ironic really considering how damn flashy it was. But it's been a decade now and I'm curious to see how it holds up as a game now that it can't coast on its visuals any more.

TECHNICAL BOX

The latest patch released for the game brings it up to version 1.4, but I'm not going to be installing that for two equally good reasons:
  1. I've heard that v1.4 is mostly a multiplayer upgrade and it screws up the single player game to the point where enemies can see and shoot you through walls. Not sure if that's true, but it kind of puts me off.
  2. There's an alternative v1.32 AMD64 patch I can install instead that improves performance on 64-bit systems, works on Intel processors too, comes with an optional Extra Content Pack to enhance the visuals, and even makes the game DRM free.
Apparently the Steam version comes with both patches already installed, with the v1.32 64-bit executable hiding in the game's Bin64 folder, but I only own the DVD version so I can't test that. Feel free to let me know if I'm wrong.

(Click screenshots to make them bigger! If you want to.)
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Developer:Telltale|Release Date:2006|Systems:Windows, Xbox 360, Wii

Today on Super Adventures I'll be having a go of Sam & Max: Season One, later retroactively relabelled Sam & Max: Save the World. Because I was asked to.

Save the World is the second of the Sam & Max games... or maybe games 2-7 depending on how you look at it, seeing as it's made up of 6 episodes, each released separately with their own executables. It's like a game entirely made up of standalone DLC. I'll be playing the first episode, Culture Shock, and I'm thinking that I might as well finish the thing if it's short. This means I'm going to end up SPOILING THE WHOLE FIRST EPISODE, puzzles and all, so don't actually read or glance at any part of this article.

Anyway, Save the World is/contains the second of the Sam & Max games released (after 1993's Hit the Road), but LucasArts had started work on an alternate sequel called Sam & Max: Freelance Police back in 2002. Production went well for 18 months or so, they'd gotten about two thirds through and everyone was happy, but then LucasArts was informed by an external marketing analysis group that adventure games were over and so they went and cancelled it. Couldn't be helped, the genre was dead and that was that.

A group of LucasArts developers who'd been working on Freelance Police decided that the best thing to do was to go off and start their own adventure game company called Telltale Games (not to be confused with Traveller's Tales, Tale of Tales or Tales of Game's). Actually their original plan was to buy the rights to Freelance Police itself and finish it off, but they couldn't make it happen. Fortunately for them LucasArts lost the rights to the crime fighting duo the following year and Telltale were able to get a damn Sam & Max game finished and released at last!

Save the World was a big enough success to get two sequel seasons so far, and Telltale are doing alright for themselves these days with games like The Walking Dead and A Wolf Among Us. I guess that means that one of the reasons adventure games weren't selling during the early 2000s is because LucasArts kept cancelling them all.

(Click on any screenshot to expand it to 1280x960 res.)
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Developer:LucasArts|Release Date:1993|Systems:DOS, Mac

Today on Super Adventures, I'm finally getting a Sam & Max game onto my website! Took me long enough, though to be fair for the first few years of my site I was making more of an effort to stay clear of games I'd played before, and this I have definitely played before. It's probably the first PC game I ever owned in fact.

Sam & Max: Hit the Road is actually a licensed game, as the duo belong to former LucasArts artist Steve Purcell (he did the amazing box art for Monkey Islands both 1 and 2) and they had their own comic long before this. But you'd be forgiven for thinking they were owned by LucasArts, with the amount of sneaky appearances they've made in their earlier games; later games too, they're all over the damn place. I even teamed up with Max for a level in Jedi Knight. But Hit the Road was their very first starring role in a video game, and for a long while it seemed like it was going to be their last.

I'm going to be playing the CD version through ScummVM, which should be pretty much identical to what you'd find on GOG.com these days. There actually was a floppy disk release too, which surprises me because I can't imagine the game without voices, and even more shockingly it only came on seven 3.5" disks! The PC version of Monkey Island 2 came on five and this has to have more than 3MB extra art and animation in it, surely.
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Michael Jordan Chaos in the Windy City title screen
Developer:EA|Release Date:1995 (EU)|Systems:Super Nintendo

Today on Super Adventures, I've found you something from the first half of the 90s and I didn't even need to glance at the copyright year to know that.

Michael Jordan: Chaos in the Windy City has been on my list forever and I've no idea why it's taken me this long to get around to it. I mean look at that title screen; even if the game's bad it'll be good. I'm not sure you're even technically allowed to bring two elementally charged balls onto the court, but I wouldn't want be the one to tell him that.

I haven't looked too deep into how the game was reviewed so for all I know this is actually a well regarded piece of quality entertainment. But I have discovered that it was the first game designed by artist Amy Hennig, who ended up in the role after the first designer quit. She then transformed into 'head writer and creative director Amy Hennig', and went on to develop the Soul Reaver and Uncharted games. Still no sign of Chaos in the Windy City 2 though.
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Chronicles of Riddick Escape from Butcher Bay title
Developer:Starbreeze|Release Date:2004|Systems:Xbox, Windows

Today on Super Adventures I'll be taking a brief look at the first few hours of sci-fi movie spin-off The Chronicles of Riddick: Escape from Butcher Bay - Developer's Cut. I've played through the game before and I remember liking it well enough back then, but then I remember liking a lot of things and my fuzzy memories don't always match up to the truth.

The game was originally released for the Xbox (and later PC) back in 2004, but it received one of those HD makeover type of things three years later to port it across to the shiny new Xbox 360 and PlayStation 3. They enhanced the visuals, tweaked the AI, added multiplayer, included a sequel campaign, and called it Assault on Dark Athena. But I'm not playing that one.

The Dark Athena version may have the big advantage of having way more content and actually being sold online, but it seems to be built on the Xbox original, skipping the PC port's improvements like quicksaves and developer's commentary. Which is a bit of a deal breaker for me as I happen to like quicksaves and developer's commentary!

The original version does have one problem though and that's that it flat out refuses to start up on my PC. Well, it didn't until PC Gaming Wiki saved me yet again. It turns out that Nvidia owners can fix the game by "downloading Nvidia Inspector and setting the Extension Limit to 0x00001B58". This also reactivates Shader Mode 2.0++, so I can pretend I've got a GeForce 6800 Ultra in my case and push the graphics to max.

(Click the screenshots to view them at their original 1280x720 resolution.)
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Hi, I'm Ray Hardgrit and the following words are not written by me. They were put there by some guy called Jihaus who wants to show off the first hour or so of a game called Ys Origin and infect my site with his opinions.

I've never seen the point in asking guest posters to stick with my rating system though, as everyone's got very different taste and it seems like it'd be misleading somehow. You can only really trust a rating when you know the critic and can compare it against their other reviews. Basically what I'm saying is don't flip out if this doesn't get a 'gold star' badge at the end, as Jihaus doesn't hand the things out.


Ys Origin title screen
Developer:Nihon Falcom|Release Date:2012 (WW)|Systems:Windows

Today I'm finally playing Ys Origin on PC, an action RPG with platforming elements and fast-paced combat. I've played my share of Ys games so I'm no stranger to their brand of anime-style characters combined with rockin' music combined with crushing difficulty, and this one in particular uses the same engine as its last two predecessors so it should be relatively familiar territory. I always did find it extremely amusing that the correct pronunciation of "Ys" sounds a lot like "ease", because that is entirely the opposite of what these games tend to be.

Unlike the other games in this series which deal with the adventures of the red-haired swordsman, Adol, this game instead goes in a different direction - specifically, 700 years before the first Ys game in the chronology. Despite the the huge departure, it treads a lot of familiar territory, and fans of the first and second Ys games will see familiar people, places, and terminology. In particular, most of not all of the game takes place in the enormous demon tower of the first game, which has changed little on the outside but got a serious renovation on the inside. That's about the extent of what I know going in anyway, so I can't wait to see what we'll find.

I've heard horrifying things about the difficulty in this particular installment but I will proceed to flagrantly disregard such warnings and play on its hardest difficulty, nightmare. Without further ado, time to die!

(Click images to view them at their original weird-ass 1024 x 578 resolution)
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Resident Evil 5 title
Developer:Capcom|Release Date:2009|Systems:Windows, Xbox 360, PlayStation 3

The PC version of Resident Evil 5 doesn't use the hated Games for Windows Live any more! Well okay it does if you want it to, but a few months ago it also made the transition to Steamworks. So to celebrate, today on Super Adventures I'm going to give the game a few hours and write down some of the things that come into my head while I'm playing.

I might have mentioned once or twice in my Resident Evil 2 article last week that I'm not a huge fan of classic survival horror games, and I may have mentioned a few reasons for it too. I think the core of it though is that I've got no interest in being scared, and when you strip out the tension there's little left to enjoy in the mediocre combat, awkward camera angles, and endless backtracking.

Resident Evil 5 on the other hand has very little to do with survival horror, so we've always gotten on pretty well... I think. It's been half a decade since I played the game though so it could be that my memory lying to me again. I can't even remember if the sinister announcer is going to say "Resident Evil... 5" when I press start. Though he better had.

(Click screenshots for a significantly higher resolution image, though still nothing to brag about.)
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Welcome to the epic finale of my two part Resident Evil 5 article. Usually I'll play a game for an hour or so before I turn it off; long enough to start forming an opinion without going crazy on spoilers. But this time I'll be jumping through all 10 hours of gameplay because there's no way I'm leaving out the boulder punch scene. It's truly a defining moment in video game history, as it's the moment Capcom defined Chris Redfield as being the Incredible Hulk.

Click this link if you want to return to where this all began: Part 1.
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Developer:Capcom|Release Date:1998|Systems:PlayStation, Windows, N64, Dreamcast, GameCube

I don't like Resident Evil.

I mean I like the universe and the characters just fine, I just don't generally like the games. But it's been over two years since I last played one of them and the site's been survival horror free for almost as long, so today on Super Adventures I'm going to be taking a quick look at Hideki Kamiya's PlayStation masterpiece Resident Evil 2!

And there'll likely be whining under every screenshot. Whining and analysis.

To be honest, this just isn't really my genre. I get the theory behind using tank controls, limited saves, awkward camera angles and a tiny inventory to enhance the tension, but in all the games I've played it's mostly just increased my frustration. But I'm determined to at least pretend that I'm giving the game a fair shot, for as long as it takes for me to figure out if it's any different to the first game.

(This article contains screenshots of explicit violence and gore.)
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Developer:BioWare|Release Date:2007|Systems:Xbox 360, Windows, PlayStation 3

Today on Super Adventures I'm finally taking a look at a Mass Effect game! I started the month with a sci-fi two parter and now I'm ending it with one too! Next month: I dunno... zombies.

The Mass Effect series is basically what happened when the developers of Baldur's Gate and Knights of the Old Republic decided they could really do with some of that Gears of War and Halo money. They'd already switched to full 3D visuals and moved the camera behind the characters for KotOR, and this took another step by swapping out the tactical combat for cover shooting, to appeal to more of the console owning mainstream. In fact the game was an Xbox 360 exclusive for 7 months before BioWare's original PC fanbase finally got to have a go of it. PlayStation 3 owners on the other hand were left waiting so long that they were able to buy both Mass Effect 2 and 3 first! Which is just dumb.

I've actually had all three in my library for years and I've played all of them once before, but I've been putting off writing about them because it either didn't seem the right time to show off another modern AAA shooter, or I didn't have time to do it properly. If I start playing one I'll have to finish playing all of them, and that's a whole lot of space adventure to document. But it's BioWare's 20th anniversary this year, so to celebrate I'm going to put the effort in!

THIS WILL CONTAIN SPOILERS FOR THE FIRST FEW HOURS OF MASS EFFECT (AT LEAST). IN FACT I MAY END UP ACCIDENTALLY SAYING MORE THAN I SHOULD ABOUT THE SEQUELS TOO, SO... STOP NOW IF THAT'S AN ISSUE.

(Click the screenshots to open them up big.)
Read on �

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