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Battletoads (1991 Video Game)
They don't make 'em like this anymore...
27 February 2004
Most games today are user friendly... they usually have undo-buttons, auto-aim features, guided tutorials and balloon-tips telling you what to do.

If you grew up with this new kind of games, "Battletoads in Ragnarock's World" (1991) will leave you wondering: This piece of software is the digital equivalent of a dragster car: Hard to control and not forgiving any mistakes. You press a wrong button, you die. You jump a little too early, you die even messier. Long story short: It takes *enormous* joypad-skills to beat this game. Without the slightest shadow of a doubt this is the most nervewreckingly difficult game I have ever played.

The graphics were top-notch when this game was released, but from today's point of view you're more likely to be revolted by the blurry 8-bit visuals. But who cares? You won't play this game for it's technical supremacy, but for the mere challenge it provides. The gameplay is an awkward mixture of a platform-beat'em up à la "Double Dragon" and 2d racing sequences of different kinds.(Those who ever played Battletoads will probably feel a slight wave of aggression rolling in, as they remember the ludicrously challenging racing parts...) Anyway, this is a rare gem among the 8-bit platformers and is well worth a look for those who like the atmosphere of retro-gaming and for those who think they could beat any game. This IS the hardest of the hard to master. You will probably not find another game which is as frustrating and as motivating at the same time. Don't believe me? Try!
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*Very* good game that goes a tiny step too far...
4 January 2004
Warning: Spoilers
*SPOILERS AHEAD*

The Legend of Zelda: Majora's Mask (2000) is somewhat different from all the other Zelda titles, not just concerning the time-limit of three (virtual) days you're given but the entire game feeling. Where "The Ocarina of Time" (1998) was a beautifully polished fairy tale, Majora's Mask is darker, creepier, more menacing... it puts you in a twisted fantasy world full of surreal architecture, weird characters and psychedelic colors, tunes, dialog etc. . The effect is a dreamlike, at times nightmarish touch which greatly annoyed me at first but had me excited soon enough.

Most items, moves and the controls were directly imported from the game's flawless predecessor (Ocarina of Time) and therefor are second to none. So what's new? One of the central aspects of playing "Majora's Mask" is using masks that each equip you with specific powers you'll have to use in order to solve the riddles (high quality ones as in every Zelda game...)you come across. Good idea, works well, but switching masks could have been done a little bit faster. Now here's what makes this game special and flawed at the same time: The player is given a time limit of three days to save the world from a falling moon, which doubtlessly seems impossible at first glance, but can be done by swapping time backwards with the infamous Ocarina again and again and again and again until you did everything you had to do and are ready to face the final boss. Every day and night has a "program" that runs on while you're playing, which produces the problem that things also happen when you're not there to assist. So you'll inevitably have to visit the same spot in history many times in order to be present whenever you're supposed to. This simulates a living, "breathing" world, that lives on even when you stand still... an extraordinary effect which sucks the player deeper into the game with every event he beholds, every person he helps (from giving final rest to the undead to helping a love story come true there is a LOT to be done!) and every story he's told. Sounds nice in theory, works well in the game... until you want to save. What "ruins" this game (if anything can) is that miserable failure of a saving system that only lets you save your data when you stop by at an owl statue (very rarely found) or play the tune that turns time back to day 1. You can't save your efforts in a dungeon. You can't save during a side-quest. Your achievements will be LOST! So if you want to get the finest perks (like the fairy sword) you can't help playing about three hours in a row... or more, if you're averagely talented. WHAT A FREAKING NUISANCE!

Long story short: Great game, backstabbed by it's own innovations, but still an experience worth having made. Rating: 9/10
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Prince of Persia: The Sands of Time (I) (2003 Video Game)
Zelda meets Soulreaver.
24 December 2003
"Prince of Persia: The Sands of Time" is a pleasant gaming-experience with a unique atmosphere and truly stunning visuals (see the animations for yourself, and you'll know what I'm talkin about!).

To be honest: PoP - Sands of Time lacks innovation, as most elements of gameplay have already been seen before. Many camera-techniques, most riddles and a fair share of the controls have obviously been inspired by "The Legend Of Zelda - Ocarina of Time", some visuals (especially the outdoor locations) resemble "Ico", and if you ever played "Soul Reaver 2", you won't lose the feeling that you somehow know what's gonna happen next.

Nevertheless, PoP was one of the most capturing and entertaining pieces of software to hit my system in a "long" time, because all the (wisely chosen) elements were put together so artfully, that the final product is at least as "fresh" as most of its mental predecessors were at their time. One thing that impressed me was the nearly endless repertoire of moves the Prince can perform and combine without ever leaving the player's control. You never really *notice* the engine enabling you to perform the moves at ´the specified spots... everything just WORKS, and it works well. The Prince is without a doubt one of the most agile heroes ever to appear in a game: He runs up or along walls, climbs most any surface, walljumps like mario and does somersaults, cartwheels, backflips and helldoIknowwhatelse when and wherever you want him to. As for the fighting system, PoP has taken a great leap forward in comparison to everything available up to now, as it combines the arcade-like fighting with a blocking-system quick as lightning and some matrix-moves that are marvelously cool to look at. The graphics are well done (best hair animation ever!), although some people might not like the blurry filter that lies on the entire scenery, but in my opinion it just helps creating a wonderful "Arabian tales" atmosphere. Music's alright when it's playing (mostly in fight scenes... silence is your friendly companion for the largest part of the journey). Just imagine oriental tunes with a slight touch of industrial. If you like atmospheric adventures with a lot of artistic jumping, climbing and swordfighting, this one's for you.

8.5/10
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