Hi all!
Oy, another fishing game. Do I have to play this one? Yeah yeah, I'm on a mission and all of that. Should've made a list of exceptions before I started... oh well, I guess it is too late now.
This one offers four different game modes. I jumped into an exhibition so I could learn the controls at my leisure, though not before quickly creating a character from a few preset clothes and face options. Why does every face look angry? I thought fishing was relaxing. Once on the boat, I cast the line by pulling back on the analogue stick and then releasing it. The A button reels in slowly and the B button reels fast, and moving the stick can wiggle the lure. I didn't see any fish there so I reeled it back and cast in another direction. Finally, after waiting maybe a minute, a fish charges out of nowhere and grabs the line. I was already holding a direction on the stick, so I forgot to "set" the hook by pulling back, and it ended up getting away. I cast into a narrow part of the lake, thinking there must be a fish hiding in there somewhere. After some more waiting, a fish comes and grabs the line. This one is pushing really hard, but I finally manage to reel it in. And! And.... it's a trout. The announcer says "You're supposed to be catching bass." in a somewhat jeering voice, and the fish is released. Wonderful.
Speed Fishing puts you on a specific spot of the lake with a whole bunch of fish swimming around. You start with three minutes, and the fish you catch will add one second per once to the clock. Your score is based on how long you can fish before you run out of time. The Casting Game is more fast-paced than the other modes. There's no real fishing here, all you have to do is cast the line into the targets on the water within the time limit. Once you get all of the starting targets, more will start to appear in random locations.
The graphics are much better than Bass Hunter 64. The camera goes underneath the water, so more than just the surface is visible. There are things like plants and rocks on the lake bed, so it isn't just a brown mass like it could have been. The animation is slightly choppy at times, but is still good enough to not detract from the looks. There is strangely an announcer in this game, which is kind of freaky when you consider there's somebody watching you from some unknown location talking to unspecified people. Don't worry, if you want solitude then you can turn the announcer off.
I'm still not sure who this game appeals to, but if a fishing game sounds like something you'd enjoy, this one won't disappoint.
7/10
-Mop_it_up
Wednesday, May 19, 2010
Saturday, April 17, 2010
Bass Hunter 64
Hi all!
There are certain concepts which simply don't work well as a videogame, and fishing is one of those. I'm not into fishing myself, but I can see the appeal in it. It can be just you, out on a boat in the middle of a lake on a beautiful day, sitting back with your feet up, fresh air all around, no one around to bother you, all your troubles forgotten. When you're playing a fishing videogame, then it's just you, on a couch in the middle of an ugly living room decorated by your roommate who has bad taste, sitting back with your feet resting on a pile of empty pizza boxes, hot, stuffy air all around, and your troubles are just one phone ring away. The experience isn't one which can be replicated by a videogame.
Starting it up, I was greeted by a bland title screen which quickly faded into a save file select screen, so the pressing of start wasn't necessary. Surprisingly, this game saves to the cartridge, which seems a bit strange for an obvious low-budget title. There are two characters to choose from, a generic, nameless guy or girl. There are two modes of play, Tournament and Fish For Fun. The former has you playing for a certain score based on the fish you catch within the time limit, and the latter let's you pick a lake and stay as long as you want.
Since there is no in-game explanation and I lack the manual, I had to figure out the controls all on my own. Casting is simple, just use up and down on the stick to select the strength and press A to cast. There are three different cast types, but they all seem to function in the same way. After tossing the line into the water, I waited. And waited. Reeled in a bit more. And waited. Reel. Waited. Spun stick rapidly just to watch the character dizzy herself in an attempt to somehow amuse myself. Finally found a fish through some stroke of luck. I held A to reel it in, but it wasn't doing much, and the fish eventually got away. Great. Do you know how long that took? Eesh. Threw the line back in, and after more waiting and stick-spinning, got another one. This time I thought to pull back on the stick as I reeled it in, which seemed to work. There is a meter on the side of the screen that I have no idea what it does. It is green on the bottom and red on the top. It was half full, and as I moved the stick from side to side, the meter was moving up and down. It seemed random, so I have no clue what it means. In any case, I caught the puny 2lb bass. Now let's eat it. Wait, it's a videogame. Crap.
Graphics are passable but nothing special. The water looks decent enough and has some subtle ripple effects, though the land graphics consist mostly of blurry sprites for trees. The animation of your character is very choppy, though the fishing line is somewhat smooth. Music is non-existent outside of menus, so you'll be listening to nothing but the sound of birds chirping and the reeling of the rod.
It's a fishing videogame, what does one expect from it? I've no idea if this would actually appeal to a fishing enthusiast, as I doubt it contains much of anything that one looks for in the real hobby. You don't even get to cook the fish you catch.
Score: 4/10
-Mop_it_up
There are certain concepts which simply don't work well as a videogame, and fishing is one of those. I'm not into fishing myself, but I can see the appeal in it. It can be just you, out on a boat in the middle of a lake on a beautiful day, sitting back with your feet up, fresh air all around, no one around to bother you, all your troubles forgotten. When you're playing a fishing videogame, then it's just you, on a couch in the middle of an ugly living room decorated by your roommate who has bad taste, sitting back with your feet resting on a pile of empty pizza boxes, hot, stuffy air all around, and your troubles are just one phone ring away. The experience isn't one which can be replicated by a videogame.
Starting it up, I was greeted by a bland title screen which quickly faded into a save file select screen, so the pressing of start wasn't necessary. Surprisingly, this game saves to the cartridge, which seems a bit strange for an obvious low-budget title. There are two characters to choose from, a generic, nameless guy or girl. There are two modes of play, Tournament and Fish For Fun. The former has you playing for a certain score based on the fish you catch within the time limit, and the latter let's you pick a lake and stay as long as you want.
Since there is no in-game explanation and I lack the manual, I had to figure out the controls all on my own. Casting is simple, just use up and down on the stick to select the strength and press A to cast. There are three different cast types, but they all seem to function in the same way. After tossing the line into the water, I waited. And waited. Reeled in a bit more. And waited. Reel. Waited. Spun stick rapidly just to watch the character dizzy herself in an attempt to somehow amuse myself. Finally found a fish through some stroke of luck. I held A to reel it in, but it wasn't doing much, and the fish eventually got away. Great. Do you know how long that took? Eesh. Threw the line back in, and after more waiting and stick-spinning, got another one. This time I thought to pull back on the stick as I reeled it in, which seemed to work. There is a meter on the side of the screen that I have no idea what it does. It is green on the bottom and red on the top. It was half full, and as I moved the stick from side to side, the meter was moving up and down. It seemed random, so I have no clue what it means. In any case, I caught the puny 2lb bass. Now let's eat it. Wait, it's a videogame. Crap.
Graphics are passable but nothing special. The water looks decent enough and has some subtle ripple effects, though the land graphics consist mostly of blurry sprites for trees. The animation of your character is very choppy, though the fishing line is somewhat smooth. Music is non-existent outside of menus, so you'll be listening to nothing but the sound of birds chirping and the reeling of the rod.
It's a fishing videogame, what does one expect from it? I've no idea if this would actually appeal to a fishing enthusiast, as I doubt it contains much of anything that one looks for in the real hobby. You don't even get to cook the fish you catch.
Score: 4/10
-Mop_it_up
Thursday, March 11, 2010
Banjo-Tooie
This game was a late addition to my collection, I ordered it from eBay a couple of years ago. When I played it, I wondered how I had let this true gem of a platformer elude me for so long. Despite the advancements of modern gaming, I was still impressed by the huge, expansion, and intricate worlds that Rare managed to create on Nintendo 64 hardware.
Coming off of just playing Banjo-Kazooie, there were a few little things that caught my attention. The animation is improved, giving the characters even more personality. Banjo's backpack loosely bounces around as he walks and moves, something I actually didn't really notice before. His shadow is now the shape of his body instead of just a circle, and is cast across the floor and walls based on nearby light sources. The texture work in the original game was already very good, so there isn't much difference in that aspect.
It didn't take long before I stopped thinking about the game in terms of its technical feats and became immersed in its world. I jumped into the first level, the Mayan Temple, and started the search for jiggies. Running up the hills and steps to the other side of the level, I came across Mumbo's Skull and remembered that he is a playable character this time around. Deciding to start there, I gave him the little creature wandering around his hut, and set off with the little skull-headed freak. I came across the Mumbo Pad, and used his magic to take control of the giant gold statue. There's something about the way that the statue kicks at enemies and breakable objects that I find looks funny. It's these kind of moments which make every world in the game a unique and enjoyable experience.
A half hour doesn't do this game justice. Wanting to complete the level as much as I could, I played for two straight hours and got 8/10 jiggies. I may yet have to continue with this one. I was quickly relieved when I remembered how much better the collecting aspects were in this game. Feathers and eggs are now found in bunches, so having to run around and restock them is never a worry. Notes and Jinjos no longer must be found all in one run. which is made a good thing all the more when you consider that the worlds in Banjo-Tooie are at least twice the size of those in the original. The warp points are a welcome addition as well, making traversing the levels much easier.
This is a sequel which really surprised me. The vast worlds and intricate graphics and effects had me in disbelief of what could be accomplished on the Nintendo 64. Lots of new moves and tweaks were added to Banjo's moveset, which gave variety to every task. Even my complaints about the first game have all been addressed. It almost feels like someone designed this game specifically for me. Aren't I special?
Score: 10/10
Coming off of just playing Banjo-Kazooie, there were a few little things that caught my attention. The animation is improved, giving the characters even more personality. Banjo's backpack loosely bounces around as he walks and moves, something I actually didn't really notice before. His shadow is now the shape of his body instead of just a circle, and is cast across the floor and walls based on nearby light sources. The texture work in the original game was already very good, so there isn't much difference in that aspect.
It didn't take long before I stopped thinking about the game in terms of its technical feats and became immersed in its world. I jumped into the first level, the Mayan Temple, and started the search for jiggies. Running up the hills and steps to the other side of the level, I came across Mumbo's Skull and remembered that he is a playable character this time around. Deciding to start there, I gave him the little creature wandering around his hut, and set off with the little skull-headed freak. I came across the Mumbo Pad, and used his magic to take control of the giant gold statue. There's something about the way that the statue kicks at enemies and breakable objects that I find looks funny. It's these kind of moments which make every world in the game a unique and enjoyable experience.
A half hour doesn't do this game justice. Wanting to complete the level as much as I could, I played for two straight hours and got 8/10 jiggies. I may yet have to continue with this one. I was quickly relieved when I remembered how much better the collecting aspects were in this game. Feathers and eggs are now found in bunches, so having to run around and restock them is never a worry. Notes and Jinjos no longer must be found all in one run. which is made a good thing all the more when you consider that the worlds in Banjo-Tooie are at least twice the size of those in the original. The warp points are a welcome addition as well, making traversing the levels much easier.
This is a sequel which really surprised me. The vast worlds and intricate graphics and effects had me in disbelief of what could be accomplished on the Nintendo 64. Lots of new moves and tweaks were added to Banjo's moveset, which gave variety to every task. Even my complaints about the first game have all been addressed. It almost feels like someone designed this game specifically for me. Aren't I special?
Score: 10/10
Thursday, March 4, 2010
Banjo-Kazooie
Hi all!
I never owned this one back during its time. Yeah, yeah, I'm sure some of you would consider that to be blasphemy, but what can I say? I actually never even HEARD of it, but this was before the widespread days of the Internet, and I never heard anyone talk about it. It wasn't until I started collecting that I bought this game. I completed it then, but I haven't really played it since that time.
Some may call this game an evolution of Super Mario 64, which is true in some ways. To me, it's quite different, and feels more like an adventure game. That's no criticism of the game, it's more like an observation. Banjo doesn't really have any spectacular jumps or much variety in that area, so it doesn't contain much in the way of pure platformer action. The worlds are quite open, with a number of tasks to accomplish, which can often be completed in any order you choose. This is a pretty big deviation from the more clear-cut goals of the "go from point A to point B" structure that a platformer typically has, but it works.
Starting up the game, the first thing that hit me was how catchy the music is. I'm surprised I had forgotten about it in the first place, and it's stuck in my head as I write this. There's no way to skip the opening tutorial of sorts, which I wanted to do because I still remembered the moves. After that, I jumped into Mumbo's Mountain wondering if I could complete it within the half-hour that I planned on playing. As I wandered around the level collecting everything and finding the new moves, it was all coming back to me. I rounded up the final notes and got the last jiggy, then exited the world at the forty-minute mark for playing the game.
I'd forgotten how enjoyable this game can be. I'm actually tempted to continue with it, but I'm not sure. What really brings this game down is that it has one too many collectibles. Mostly, that would be the 100 notes on each level that annoy me. Since they must all be collected in the same run, it can be a real chore in the later levels which have a few places with cheap deaths. There's also the Jinjos, I hate those little colourful creatures.
Still, I've missed this game. I've completed it just the one time when I bought it, so it is still kind of fresh on my mind. Forty minutes wasn't enough, I kept going and went on to Treasure Trove Cove. There were a few jiggies here that I remembered being annoying... but I actually didn't have much trouble collecting all of the jiggies and notes. I think this one took about forty minutes as well. It's got me wonder though... The reason I haven't tried playing this game again is because of the parts that I found to be a chore. What if that would no longer be the case? Maybe now that I know almost everything about the game, or would remember it when I got to that part, perhaps it wouldn't be so much trouble on a second time through?
Of course, there's also that playing through this will delay my quest to play every game, which I am already pretty behind on. I guess I'll just have to live with that. Banjo-Kazooie is a well-crafted platformer/adventure game that would please fans of either game type. It has a few small flaws which are now more apparent than ever, but it stands the test of time.
Score: 8/10
-Mop_it_up
I never owned this one back during its time. Yeah, yeah, I'm sure some of you would consider that to be blasphemy, but what can I say? I actually never even HEARD of it, but this was before the widespread days of the Internet, and I never heard anyone talk about it. It wasn't until I started collecting that I bought this game. I completed it then, but I haven't really played it since that time.
Some may call this game an evolution of Super Mario 64, which is true in some ways. To me, it's quite different, and feels more like an adventure game. That's no criticism of the game, it's more like an observation. Banjo doesn't really have any spectacular jumps or much variety in that area, so it doesn't contain much in the way of pure platformer action. The worlds are quite open, with a number of tasks to accomplish, which can often be completed in any order you choose. This is a pretty big deviation from the more clear-cut goals of the "go from point A to point B" structure that a platformer typically has, but it works.
Starting up the game, the first thing that hit me was how catchy the music is. I'm surprised I had forgotten about it in the first place, and it's stuck in my head as I write this. There's no way to skip the opening tutorial of sorts, which I wanted to do because I still remembered the moves. After that, I jumped into Mumbo's Mountain wondering if I could complete it within the half-hour that I planned on playing. As I wandered around the level collecting everything and finding the new moves, it was all coming back to me. I rounded up the final notes and got the last jiggy, then exited the world at the forty-minute mark for playing the game.
I'd forgotten how enjoyable this game can be. I'm actually tempted to continue with it, but I'm not sure. What really brings this game down is that it has one too many collectibles. Mostly, that would be the 100 notes on each level that annoy me. Since they must all be collected in the same run, it can be a real chore in the later levels which have a few places with cheap deaths. There's also the Jinjos, I hate those little colourful creatures.
Still, I've missed this game. I've completed it just the one time when I bought it, so it is still kind of fresh on my mind. Forty minutes wasn't enough, I kept going and went on to Treasure Trove Cove. There were a few jiggies here that I remembered being annoying... but I actually didn't have much trouble collecting all of the jiggies and notes. I think this one took about forty minutes as well. It's got me wonder though... The reason I haven't tried playing this game again is because of the parts that I found to be a chore. What if that would no longer be the case? Maybe now that I know almost everything about the game, or would remember it when I got to that part, perhaps it wouldn't be so much trouble on a second time through?
Of course, there's also that playing through this will delay my quest to play every game, which I am already pretty behind on. I guess I'll just have to live with that. Banjo-Kazooie is a well-crafted platformer/adventure game that would please fans of either game type. It has a few small flaws which are now more apparent than ever, but it stands the test of time.
Score: 8/10
-Mop_it_up
Friday, February 26, 2010
Automobili Lamborghini
Hi all.
With a nonsensical name like that, I wasn't expecting anything much out of this one. Once discovering that it was published by Titus, the same nefarious company infamous for releasing contenders for "best worst game ever" such as Superman 64 and Carmageddon, I dropped the cartridge in shock and horror. However, I'm on a mission. Mustering up as much determination as I could, I picked it up and popped it into the Nintendo 64's cartridge slot, with sour memories of Carmageddon now flooding back.
Compared to what I've seen of this company's track record, this game is actually their best one they've released. This, of course, doesn't mean it's actually a good game, but it was a pleasant surprise nonetheless.
Starting it up, I hopped into the Arcade Mode. When experimenting with the controls, I performed one too many handbrake maneuvers spinning around the track everywhere, and ended up running out of time that I didn't even notice was counting down. The steering feels somewhat jerky when jamming the stick full-on left or right, but it didn't take long to adjust to the game's analogue control. As is typical of any Titus game, the button layout was designed by either somebody who has never played a game, or simply hates all gamers. Accelerate was placed on the "A" button, which makes it impossible to press other buttons besides "B" with the thumb. The C-buttons have useful functions like a rear-view camera and the handbrake, but they must be pressed by the index finger if the thumb is to remain on the accelerator. This problem could have been easily solved by placing the gas on the "Z" button, leaving the thumb free to press all face buttons.
There are two levels of difficulty, "Novice" and "Expect," so people of intermediate skill have a little decision to make. This discriminates against intermediate players, which is kind of ironic as they're usually the ones who always have a difficulty setting just for them. Strangely enough, I couldn't manage to place 1st on the first track, but it was pretty easy to do so on every other track. I guess the first track is just too simple, so it requires a perfect run to have a chance.
There are two models of Lamborghini available at the start with three colours each, and a few additional high-class cars, like a Porsche and Ferrari, can be unlocked by winning the two main game modes. There are only six tracks in the game, most of which take less than a minute per lap. I played all six in the Championship mode, though I reduced the default number of laps from 6 to 3. That number of laps seems like a bit much, though it does make taking a pit stop necessary. Although, when the tires become worn, I actually didn't notice a difference...
Automobili Lamborghini is nowhere near as exotic as its titular car. There isn't anything broken about it, but there also isn't anything special or interesting about it to keep me entertained for long. It's just straight up speed, and I've always found that boring.
Score: 5/10
This completes all "A" games! Next up is Banjo-Kazooie, which I can tell you now is going to receive a higher score than any game so far.
-Mop_it_up
With a nonsensical name like that, I wasn't expecting anything much out of this one. Once discovering that it was published by Titus, the same nefarious company infamous for releasing contenders for "best worst game ever" such as Superman 64 and Carmageddon, I dropped the cartridge in shock and horror. However, I'm on a mission. Mustering up as much determination as I could, I picked it up and popped it into the Nintendo 64's cartridge slot, with sour memories of Carmageddon now flooding back.
Compared to what I've seen of this company's track record, this game is actually their best one they've released. This, of course, doesn't mean it's actually a good game, but it was a pleasant surprise nonetheless.
Starting it up, I hopped into the Arcade Mode. When experimenting with the controls, I performed one too many handbrake maneuvers spinning around the track everywhere, and ended up running out of time that I didn't even notice was counting down. The steering feels somewhat jerky when jamming the stick full-on left or right, but it didn't take long to adjust to the game's analogue control. As is typical of any Titus game, the button layout was designed by either somebody who has never played a game, or simply hates all gamers. Accelerate was placed on the "A" button, which makes it impossible to press other buttons besides "B" with the thumb. The C-buttons have useful functions like a rear-view camera and the handbrake, but they must be pressed by the index finger if the thumb is to remain on the accelerator. This problem could have been easily solved by placing the gas on the "Z" button, leaving the thumb free to press all face buttons.
There are two levels of difficulty, "Novice" and "Expect," so people of intermediate skill have a little decision to make. This discriminates against intermediate players, which is kind of ironic as they're usually the ones who always have a difficulty setting just for them. Strangely enough, I couldn't manage to place 1st on the first track, but it was pretty easy to do so on every other track. I guess the first track is just too simple, so it requires a perfect run to have a chance.
There are two models of Lamborghini available at the start with three colours each, and a few additional high-class cars, like a Porsche and Ferrari, can be unlocked by winning the two main game modes. There are only six tracks in the game, most of which take less than a minute per lap. I played all six in the Championship mode, though I reduced the default number of laps from 6 to 3. That number of laps seems like a bit much, though it does make taking a pit stop necessary. Although, when the tires become worn, I actually didn't notice a difference...
Automobili Lamborghini is nowhere near as exotic as its titular car. There isn't anything broken about it, but there also isn't anything special or interesting about it to keep me entertained for long. It's just straight up speed, and I've always found that boring.
Score: 5/10
This completes all "A" games! Next up is Banjo-Kazooie, which I can tell you now is going to receive a higher score than any game so far.
-Mop_it_up
Saturday, February 20, 2010
Asteroids Hyper 64
This is one I've not played before. In fact, I have never played the arcade original, either. This game seems to be largely the same game with a graphical overhaul. There's a tiny ship with a bunch of asteroids flying around, and your goal is to shoot them all just for the lolz. The screen is fixed and never scrolls, and flying past one side of the screen will have you appear on the opposite side.
The dark, three-dimensional backgrounds can actually be a bit of a hindrance, as it is sometimes difficult to see the smaller asteroids. There is no music in the game, so you're left listening to the "pew" sound of your gun and the explosions of asteroids. This game is BYOS (bring your own soundtrack).
There are four ships to choose from which have different abilities, such as movement speed and firepower. The game works in levels, where you will move on to the next level after you've destroyed all of the asteroids. I'm not sure if the original worked that way or if it was continuous. Looks like it is possible to save your game, but I think that's just for high scores and not for completed levels. I didn't feel like popping in a Controller Pak to find out.
Anyone who liked the original Asteroids or arcade games in general would probably get a kick out of this game. That isn't me, though.
Score: 4/10
-Mop_it_up
The dark, three-dimensional backgrounds can actually be a bit of a hindrance, as it is sometimes difficult to see the smaller asteroids. There is no music in the game, so you're left listening to the "pew" sound of your gun and the explosions of asteroids. This game is BYOS (bring your own soundtrack).
There are four ships to choose from which have different abilities, such as movement speed and firepower. The game works in levels, where you will move on to the next level after you've destroyed all of the asteroids. I'm not sure if the original worked that way or if it was continuous. Looks like it is possible to save your game, but I think that's just for high scores and not for completed levels. I didn't feel like popping in a Controller Pak to find out.
Anyone who liked the original Asteroids or arcade games in general would probably get a kick out of this game. That isn't me, though.
Score: 4/10
-Mop_it_up
Friday, February 19, 2010
Army Men Sarge's Heroes 2
As the title mentions, this is a third-person shooting game featuring little toy army men. Since all of the characters are plastic, you can expect the game to be free of blood and gore; anyone feeling a little bloodthirsty would be let down by that! The story involves a war between the "good" forces of the Green Army and the "evil" forces --
What's that? I'm copying what I wrote for the first game? Well, true. Hey, I figured if this game can recycle material, then so can I!
This game is basically a level pack for Army Men Sarge's Heroes, as the gameplay and controls are exactly the same. There are no new weapons, and all of the control issues are still present. Strangely enough, they switched around a few of the button functions, making the fire button "A" and the strafe button "Z" among other things. That's a great way to fix controls, just rearrange them! Most of the levels have new graphical work, but all of the sound effects are recycled. The same voice samples are used for both Sarge and the enemies, which really goes to show you the care and detail the developers put into this game. Wait, no, I meant, it really shows you why 3DO went out of business.
I hadn't beaten this game before, so I decided to sit down and complete it this time around. It took about three hours, so it is still a short game. There are a few missions where you play as Vikki, the colonel's daughter (w00t?), which might be interesting if she had either a different movement style, or different weapons. Something to make the change of character worthwhile.
With the brevity of the first game, then this one is worth having if you wanted more. For anyone who didn't like the first game, there is nothing here which will change their mind.
Score: 6/10
-Mop_it_up
What's that? I'm copying what I wrote for the first game? Well, true. Hey, I figured if this game can recycle material, then so can I!
This game is basically a level pack for Army Men Sarge's Heroes, as the gameplay and controls are exactly the same. There are no new weapons, and all of the control issues are still present. Strangely enough, they switched around a few of the button functions, making the fire button "A" and the strafe button "Z" among other things. That's a great way to fix controls, just rearrange them! Most of the levels have new graphical work, but all of the sound effects are recycled. The same voice samples are used for both Sarge and the enemies, which really goes to show you the care and detail the developers put into this game. Wait, no, I meant, it really shows you why 3DO went out of business.
I hadn't beaten this game before, so I decided to sit down and complete it this time around. It took about three hours, so it is still a short game. There are a few missions where you play as Vikki, the colonel's daughter (w00t?), which might be interesting if she had either a different movement style, or different weapons. Something to make the change of character worthwhile.
With the brevity of the first game, then this one is worth having if you wanted more. For anyone who didn't like the first game, there is nothing here which will change their mind.
Score: 6/10
-Mop_it_up
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