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About a year or so back, I wrote about Modern Combat 5. I did so because I had jumped from Windows 7 to Windows 10, and never got to experience the Microsoft Store ecosystem.

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One of the games I had downloaded, Sniper Fury, weren’t really worth talking about all that much. Just felt like Modern Combat 5 but more like a rail shooter.

I was going to do a “series” based on Windows 8-10 apps, but I got sidetracked. The other games I had installed had either gotten super grindy unless I paid, or in the case of Asphalt 8: Airborne, that they are such a daily ritual for me that I’m still grinding to get that last achievement to this day. The only other games that could be interesting to write about are too “well-known,” like the Killer Instinct reboot.

But there was one more game I had installed, and until recently, never tried. Then I tried it, and thoroughly regretted playing it.

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STERN MILITARY FACE

Overkill 3 is the third installment in a modestly popular franchise originally released on mobile platforms. Co-developed by Spanish developer Game Troopers and Czech developer Craneballs – props for the goofiest developer name I’ve seen yet – Overkill 3 is a cover shooter. Unlike Modern Combat 5, there is no moving, only aiming. So it’s less a cover shooter and more a rail shooter.

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Here’s John Scully, our resident shootyguy who must kill the evil big bads from… something, I don’t know.

There is a story but it’s so razor-thin that there’s no reason to pay attention to it. You play as John Scully, a guy with the most ridiculous protagonist hairdo I’ve seen this side of Soap MacTavish, fighting off big bads in various places. There is no principal villain, just Scully going from place to place, hiding behind cover, and shooting dudes repeatedly.

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In my many years of casually running a blog, I’ve ended up collecting a fair share of video game-related junk. Demo discs. Hot wheels cars. Even collecting bottles of Mountain Dew Game Fuel. But one I’ve gotten the most often is random video game-related music.

I have the traditional soundtrack fare of music straight from the game, but there isn’t a whole lot I could write about those. Except maybe that copy of The Legend of Zelda: Ocarina of Time that Nintendo Power was giving away to people who re-subscribed to the magazine. But I do have a fair share of stuff that’s tangentially related to video games that I think are interesting.

So here are five random video game-related CDs I own, in no particular order.

Music from the Motion Picture: Tomb Raider

This was around the time where the franchise was in a slight slump thanks to Eidos following Activision’s philosophy of pumping out a new game every year, but before the trainwreck that was Angel of Darkness. I never saw the movies based on Tomb Raider, but I heard they’re fun, popular little action flicks. Maybe that was because a certain Angelina Jolie was the titular star… (The film also features a pre-James Bond Daniel Craig!)

I honestly didn’t think the film would be filled to the brim with licensed music, but there’s a lot here, and it’s a mix of industrial (Nine Inch Nails) and electronic artists (Chemical Brothers, Moby, Fatboy Slim). A lot of it is a good example of that late ‘90s-early 2000s style of pop/industrial and hip-hop/rock sound. A lot of these are artists I’ve heard of, but the only song on here I was familiar with prior to listening was Basement Jaxx’s “Where’s Your Head At.” Which is so early 2000s it hurts.

The only thing I’m saddened by is no portions of the film’s score by Graeme Revell. That was released on a separate CD – It was common to release a soundtrack of the licensed music and a separate CD for the film’s score – but even having one or two tracks on here would’ve been a nice surprise.

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Game show video games are still one of many genres I’m fascinated by. While Jackbox Games are still plugging away with twice-yearly Jackbox Party Packs, the competition has mostly dried up. Hell, we haven’t had a proper Wheel of Fortune or Jeopardy! game since the Xbox 360/PlayStation 3 era. (No, those crappy freemium mobile apps don’t count.)

So I tend to go back to the glory days, when GameTek was still around making loads of these games as probably their #1 source of income. I already covered the Game Boy and Game Gear versions of Jeopardy! in the past, and thought, might as well come back to the well once again.

Surprisingly, for the NES, there were four versions of Jeopardy! and Wheel of Fortune on the system. It honestly would’ve done fine with just two, but it must’ve been a huge cash cow for them to keep making. Either that or being given away as consolation prizes on the show gave them a good reason to do the equivalent of a “roster update” for those games.

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This time, I’m covering a fairly obscure one from the Jeopardy! collection: Super Jeopardy!. Released around 1991, this was based off of the fairly short-lived version that actually aired on primetime TV.

I’m going to assume my audience knows Jeopardy! the game show (here’s the Wikipedia page if you don’t), so I’ll talk about what Super Jeopardy! was.

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Super Jeopardy! was a 13-week special Tournament of Champions featuring the best players of the current version of the show at the time (plus one champion from the Art Fleming era because the first Tournament of Champions winner passed away) playing for a whopping $250,000. Instead of playing for cash, they were playing for points in the main games. View full article »

The internet is a fascinating thing. Sometimes you find things because of the internet. In my case, I stumbled upon this game thanks to the internet.

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Christopher Brookmyre’s Bedlam: The Game is a game based on a novel by Christopher Brookmyre (natch), a noted British author, whom sadly I’m not aware of since I’m a “bloody yank.” (I live in the United States.) I was made aware of this game thanks to Achievement Hunter-turned-Twitch-streamer Ray, aka “BrownMan” on Twitch. He was doing a blind run of this on Xbox One, and it looked like a game I’d give a try just on the idea.

This is also the third (and so far, final) game I requested myself, just to build a queue of games to play for BST. Ultimate Doom needed no introduction, Turok was something I wanted to try to see if nostalgia held up. Bedlam, on the other hand was clearly the offshoot of wanting to play something fairly unknown as it were. It’s also the most recent game I’ve played so far, coming out in 2015. (The Turok remaster came out that year as well, but the original game came out twenty years prior so that doesn’t really count.)

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Ahh, the days when games looked sharper before ugly OpenGL texture filtering…

The story involves Heather Quinn, as she signs up for some new virtual reality machine to simulate video games. Little did she know, she was sucked into the world of video games instead. With the help of various people she meets in the game worlds, she must go through the worlds of various video games and find her way out.

When I started playing, I was thrusted into a game world not unlike Quake II. Though it goes by a generic name – Starfire – it clearly has the style and look of that mid-’90s era of PC gaming. This is what Bedlam does throughout. Through my travels as Quinn, I went through a WWII FPS world, a futuristic open arena like Halo or PlanetSide, a medieval area similar to games like The Elder Scrolls V: Skyrim, even clones of Pac-Man and other old-school arcade games.

Yet, oddly, the game also name drops notable locations like Black Mesa (from Half-Life), and even mentions Call of Duty, despite all the games depicted in-game being fictional. Presumably it’s okay to reference them without having to pay legal fees; but this might all be referenced in the book the game’s based on, I haven’t read it to be sure.

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So, now with the dreadful 007: Nightfire put out of its misery, the next game that came up on the Decision Wheel (name not final) was Turok: Dinosaur Hunter. This was one chosen by me because I wanted to pad the Wheel with options until there were enough people requesting stuff that it wasn’t necessary. I also was itching to try this game for a while, so now felt like a good time as any.

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The version I played is the recent remaster on Steam, co-developed and published by Nightdive Studios. Nightdive’s been hard at work re-releasing older DOS and Windows 95-era games and making them work in modern machines (or at least putting a DOSBox wrapper with it). Most notably is reviving the long-dormant System Shock franchise, and even trying their best to bring No One Lives Forever back from the dead, among other notable revivals. Naturally it makes sense to bring back Turok.

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Of course there would be a literal maze in a game like this…

The Turok game franchise is mostly known as a console series, where the main games were on Nintendo 64. However, the first Turok as well as its sequel Seeds of Evil did get PC releases, but rather than reverse engineer the game to work on modern machines like System Shock 2 or Aliens vs. Predator Classic 2000, the game’s assets — models, maps, sounds, and music — were ported to a proprietary engine known as the “KEX” engine. The engine is the same engine that handled the Doom 64 source port known as Doom 64 EX and even stuff like Powerslave EX. Basically this game is a mix of old and new: It’s like the console game, but not an exact port of the PC game. This might piss off some purists, but not me.

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I’m gonna be doing recaps and info dumps of Budget Shooter Theater streams alongside regular blog posts for those who wish to keep up. Mainly so I can keep tabs on things, and have records for everything.

The second game chosen for Budget Shooter Theater’s Decision Wheel was 007: Nightfire, requested by Bobinator.

You’re probably thinking, “Oh! I remember that game! That game was amazing!”. Yeah, it was amazing. On a Gamecube, a PS2, even an Xbox. But that’s not the version I was playing on stream. I was playing the less-than-stellar PC version, released around the same time and developed by Gearbox Software.

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I always wondered what was up with the face of the Bond girl on the left…

Back in 2002, Gearbox Software was contracted by EA to make a PC game loosely based on 007: Nightfire. At this time, Gearbox was still a plucky fresh-faced developer, piggybacking on Valve’s Half-Life games. It wasn’t until 2005’s Brothers In Arms: Road to Hill 30 did they actually get to make something entirely original that wasn’t based on an existing license or a port of something like Halo: Combat Evolved.

Loosely inspired by the 1979 Bond film Moonraker, the plot involves Bond (portrayed by but not voiced by then-current Bond actor Pierce Brosnan) investigating the plot of a philoanthropist who supposedly decommissions silos, when in reality he’s using them to store missiles and use it for Operation Nightfire, which would destroy the whole world. It’s a typical Bond story for the era. Not full of pastiches like 2001’s Agent Under Fire, but certainly not the more “serious” Bond that Daniel Craig brought to the role in 2006.

I don’t know where I read this, but I heard apparently Gearbox wanted to make a Bond game based on You Only Live Twice, but was told to make this instead. The only other things of note is the story written by Danny Bilson, the man who would later sink THQ thanks to the trainwreck that was Homefront, and one of the mappers for the game was Marc Schroeder, who worked on the Poke646 Half-Life mod as well as maps for the aborted version of Counter-Strike: Condition Zero that Gearbox was working on.

Other than that, it’s a pretty mediocre Bond game. Not the best, but certainly not as awful as, oh say, Goldeneye: Rogue Agent. Clearly the console version is the superior product here.

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For about a year or so, I had this idea: Play fairly cheap first-person shooters, third-person shooters and lightgun games that were $20 US or less. I struggled to figure out how I wanted to present this. It was almost a podcast, it was fairly close to being an edited video series a-la a few video series I’ve seen online.

But sometimes the simpler options are the best. I opted to use my (at the time) dormant Twitch channel and just play along for the internet. It’s a slight homage to similar “beat ALL the games” projects like NESMania, PSXsplosion and others.

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As I’ve said before: I’m a writer, not a graphic designer. 😛

Unlike those, this is practically a never-ending quest as there are lots and lots and lots of trai- er, shooter games out there to mess around with. But that’s fine, because this is more of a series of the interesting, the unusual, the good *and* the bad of the “shoot dudes in the face” genre. I’m okay with it not having an end goal except when I feel it’s done.

For the inaugural episode, I decided to go play through the 1993 classic, The Ultimate Doom. My friend Bobinator of HG101 fame tagged along as my co-commentator as I blasted through all four episodes in about three hours with various mods to spice things up. Coincidentally I played this on Doom‘s 23rd anniversary.

Watch as I kick ass and occasionally lick ass in somewhat dumb ways. Also since I haven’t streamed on Twitch in a while, there’s a bit of hiccups and on-the-fly editing that will likely not be there on the next stream.

If you wanna watch this series, you can follow me on Twitch at twitch.tv/tonicbh. There’s also a master list of games here. Leave a comment if there’s a game you wanna see in a future stream.

The next episode will be covering Gearbox’s first non-Half-Life game as they make a fairly cheap licensed game to tie into James Bond’s 40th anniversary: 007: Nightfire. Barring any complications, I’ll be streaming this on December 17th at 3PM PST. Won’t you join me?

For those curious, here are the Doom mods I featured on the stream. All of these are built to run on the GZDoom source port, preferably with a development build, seen here.

WadSmoosh: https://forum.zdoom.org/viewtopic.php?f=19&t=52757
Smooth Doom: https://forum.zdoom.org/viewtopic.php?f=19&t=45550
Johnny Doom: http://forum.zdoom.org/viewtopic.php?t=47229
Diaz: Last Hours of Purity: https://www.doomworld.com/idgames/combos/wwhcdiaz
MetaDoom: http://forum.zdoom.org/viewtopic.php?f=19&t=53010

 

I’ll admit that my interest in Counter-Strike: Global Offensive has dropped off in recent months. There not being a lot of major updates is the main reason, but also because I love when they announce new music kits. Just when I thought Valve was basically saving 2017 to be the “year of CS:GO,” they drop a bomb on us:

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A bunch of gloves that are rare as a god damn knife, but that’s not what I’m here to talk about. I’m here to talk about MORE MUSIC KITS! I know this sounds silly, but I’m always interested in what musicians decide to contribute. This time, it’s all lumped into a $7 case, and they’re all “StatTrak” versions so any time you get an MVP in a competitive match, your teammates and enemies will know how awesome you are.

If you’re curious about the previous music kits, here’s the links to past music kits I’ve reviewed:

Series One: The original nine from 2014.

Series Two: The special Midnight Riders Christmas one, plus six more kits including collaborations between Valve and Devolver Digital.

Series Three: A whopping 14 kits, featuring new and returning artists, and the first Valve/Red Bull Records collaboration.

This time, we got seven music kits. Three of them are from bands from Red Bull Records, which I covered before; three more are from Hopeless Records, the band that notably had artists like Taking Back Sunday, Sum 41 and Yellowcard. Sadly those bands aren’t featured, but instead we get the B-tier bands on their catalog. The last remaining kit is from a returning musician, and it fits with the theme of rock and metal. (Hint: It’s not Daniel Sadowski.)

Like before, I’ll link to the page of the music kit at csgostash.com so you can listen along. Just click the album cover and you’re off to the races. In addition, I’ve also added highlights in underline that explain certain terminology since I realized that not everyone who follows this blog will get what I’m saying if they don’t play CS:GO. That being said, let’s get rocking.


Beartooth, Aggressive

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Beartooth is back for round two. This new music kit hits harder and is even more aggressive. We’ve also made the MVP anthem extra heavy so your opponents feel really bad after they’ve lost to you.

Our first returning act, Beartooth has another pack based on their newest album, Aggressive. Their last music kit was one of those that took a while to warm up to, but this one’s actually damn good. All the tracks are various cuts from the album, in instrumental form. “Loser” highlights as the main menu track, and their other singles “Aggressive,” “Always Dead” and “Hated” contribute to various parts of the kit from action cues to bomb timers. But they even went for album cuts for the remaining sections, such as “Censored” being one of the round/action cue timers.

Since these are the instrumentals, they really do highlight the rocking metal feel of the tracks without someone screeching over them. This also didn’t take long for me to like it, compared to “Disgusting”, which took a while for me to warm up to.

Final Verdict: If you want rocking metal, this is one I’d recommend.

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I’ve come back from the dead… and what timing, as it’s time again…

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Mountain Dew Game Fuel at this point is a standard flavor in the soda’s arsenal, alongside favorites like Code Red and Whiteout. What was once an exotic rarity that I had to hunt at stores left and right to try, is now fairly common. Despite that, I do actually anticipate these “special flavors” each year and see which big corporation threw enough of their weight (in dollars) around to get on the bottles this year.

It’s pretty much tradition on this site for me to cover these unique Game Fuel flavors. I first covered it when they did Halo 4 in 2012. I covered the special “purple drank” flavor to advertise the new Xbox One in 2013. I covered the “fizzy lemonade” special edition (which was my favorite) in 2014, and finally when they did back-to-back Call of Duty promotions with an unremarkable flavor last year.

So who’s on tap this year? Call of Duty for the third year in a row? Battlefield? An unexpected contender like Gears of War 4? Nope, It’s one I never thought I’d see.

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YO HE GOT THE MANGO SENTINEL

EA and Respawn’s Titanfall 2 is the candidate this year, and the special flavor is “a burst of Mango Heat.” Since Citrus Cherry is the de facto standard flavor that’s always available, I no longer need to cover it. But how about the special mango flavor? Does it hold up? View full article »

Hi hello. It’s been a bit since I posted, and it’s been rough for me lately to really get that drive to actually post stuff here. So this will be a fairly quick one.

I went to the Portland Retro Gaming Expo last weekend, as is custom for me. I’ve been writing about it almost every year, and it’s great as always. Nice blend of retro stuff from the Atari/NES days to even an Xbox system link section where games from Outrun 2006: Coast to Coast and Halo 2 were being played throughout the weekend.

I tagged along with my friend Weasel who writes for Hardcore Gaming 101, and a fascinating little blog called Grinding the Rumor Mill that he should get back around to updating sometime (hint, hint). Most of the time we were perusing and finding interesting things here and there with not a lot of purchases (at least for me). Despite that, we both saw cool stuff. I posted some of my pictures to the Secret Area Facebook page here.

(PS: You should go to the Facebook page and give it a like and a share. Helps a lot!)

Though, I did grab a few games, none of them I’d classify “retro” except maybe the PS2 stuff. But enough about that, let’s show my “haul”…

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TimeSplitters (PS2): $5

One of the launch titles for the PS2, and heard it was good in its own right. I already had TimeSplitters 2 and Future Perfect on the original Xbox, thought I might as well complete the trilogy.

KillSwitch (PS2): $5

Despite the $1 price tag, I actually paid $5 for this. One of the early cover shooters before Gears of War made it blow up into something big. Might be fun to mess around with.

Iron Chef America: Supreme Cuisine (Wii) and Call of Duty: Black Ops II Original Soundtrack: .50 each

This was in one of those discount “everything’s 50 cents” bin, which was actually pretty nice.

Iron Chef America was one of those schlocky licensed titles released during the heyday of the Wii’s life. Yes, it has caricatures of Mark Dacascos as The Chairman, host Alton Brown, and Iron Chefs Cat Cora, Mario Batali and Masaharu Morimoto. (Guess Bobby Flay was busy that day.) The only other reason I remember this was Kotaku doing a preview that featured Dacascos as the Chairman name-dropping Kotaku in the teaser. Sadly, that seems to be lost to time. 😦

As for the CODBLOPS II soundtrack, it’s one of the few games that I’ve seen Jack Wall compose for that wasn’t Myst III: Exile or Mass Effect. While most Call of Duty games don’t have particularly iconic soundtracks, I couldn’t pass it up at this price.

Forza Horizon (360) and 50 Cent: Blood on the Sand (360): $15

Probably the most recent games in this pile. I liked Forza Horizon presents: Fast and Furious, and I’m always up for an arcade-like racing game experience. As for 50 Cent… well, I want fitty to jump off that big-ass ramp.


 

Hopefully I’ll get out of this funk and have more interesting stuff for you guys over the holidays. I know there’s a bunch of you that like my stuff, and I always appreciate it. It’s what keeps me going.

id software’s amazing run of first-person shooters in the ‘90s are in some of my top games of all time: Doom, Quake, even Quake III Arena was pretty good in spite of Unreal Tournament’s more fun, absurd nature. But one game I had a fondness for was Wolfenstein 3D.

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Wolfenstein is a fairly simplistic shooter by modern standards, but it started laying the groundwork for what made their games tick: Exploring areas, defeating enemies, and strafing around arenas like operatic ballet. What happens when you take most of that away and try to shoehorn in awkward mechanics that don’t fit? You get Wolfram.

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Already we’re off to a great start with this menu…

I have to give a shout out to the Video Game Music Preservation Foundation, which introduced me to this game. Being a fan of Wolfenstein and some of its other games, I had to see if this was the remake of Wolf3D that would be better than the original. The answer is no. Not by a long shot.

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Just like the 1992 original!

Wolfram recreates all of “Escape from Wolfenstein,” the shareware episode of Wolf3D. Levels are the same blocky shapes they were in ‘92, wall textures are a mix between remastered versions of the originals and ports presumably from other versions of Wolf3D, even the music is ripped straight from the original, but somehow sounds worse.

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Oh hey, colored lighting! This would’ve been cool in like, 1997.

So you’re probably thinking, “Hey, this sounds pretty cool! What’s your problem with it?” Well, let me explain.

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Wolfenstein 3D involves using the doors a lot to funnel enemies and dodge fire. Doors become your best friends here.

Wolfenstein 3D’s combat is fairly simple. Outside of some bosses, all the enemies are hitscan – once the enemy shows a certain frame of animation, the game determines if that was a hit or a miss, and if it hits, it calculates for how much damage you take – As you progress, you learn the better tactics of the game involves ducking inside rooms and strafing back and forth at an opened door to avoid getting hit as much. It’s fairly simple and arcade-like these days, but it worked well in the era when Wolf3D came out.

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Sometimes when you’re like me and you’re bored in a department store, you tend to wander around to other sections to find some amusement or cheap deals. In my case, I browsed the clearance section of a toy aisle. Suddenly I found these little beauties:

These were originally $8 each. Somehow they got even cheaper than this. Don’t know how, but hey, discounts are great.

They’re Mega Bloks tie-ins for Halo and Call of Duty. Since I hadn’t messed with Lego (or its derivatives) for years, it felt like the perfect time to rekindle my interest in brick-building toys. It also gives me something to do when not sleeping all day.

I used to have a lot of Lego as a kid. One of my birthdays I ended up getting about several Lego playsets, with the only non-Lego thing being a VHS copy of D3: The Mighty Ducks. Though my interest in Lego waned as I got older, we still have the bricks around somewhere, in a giant tub somewhere in the house. One of my dreams is to rebuild the old playsets, but that requires time and money I don’t really have.

So these are made by Canadian company Mega Bloks. If Lego is Coca-Cola, Mega Bloks would probably be Dr. Pepper. They’re both fairly known, but one is more iconic than the other. Mega Bloks tends to get the video game licenses more than Lego does, likely more content with making playsets off much bigger properties and telling TT Games to churn out a new Lego tie-in game every year. Any major video game franchise you can think of in the past few years has a Mega Bloks play set associated with them: In addition to Halo and Call of Duty, I’ve seen ones for Assassin’s CreedSkylanders, and probably a few others I’m missing. Mega Bloks basically has the video game brick market covered.

This box was beaten to hell. I should’ve asked if I could get a deeper discount on damaged goods. So much for resale value…

So let’s dive in. The Halo Mega Bloks features a covenant guard riding a Ghost, one of the iconic vehicles of the franchise. It’s no Master Chief in a Warthog, but it’ll do. The Covenant guard also has pieces that make them resemble Jul ‘Mdama, a character introduced in the 343 Industries era of Halo games. Alas, my only experiences with Halo is limited, and I actually had to do some research to figure out who this character was.

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Imagine the hassle I had keeping this mofo upright.

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I’ve been writing a lot about various tie-in games over the past few years. Hollywood Hellfire, Expendabros, Duty Calls, that sort of stuff. A fair share of these are usually just stuff made in flash on a shoestring budget and will likely be forgotten unless people are smart to preserve these artifacts.

Sometimes, albeit rarely, these games actually have installers and can be played from a PC, which surprises me these days. That’s something from the old Shockwave days when you could play miniature games based on Nickelodeon movies and TV shows. (I gotta find those someday…) But this recent one, based on a big comic book movie, was one I wasn’t expecting.

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I have to give props to the blog “I’m Reloading” for bringing this to my attention. It’s one of my favorite blogs because reload animations are solely unappreciated in video games, and somebody’s gotta highlight them. They showed a recent animation to some Suicide Squad game, and they mentioned “It’s on PC.” Cue me scrambling right to the website to give it a download.

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Back in the mid ’90s, when Sega slowly was losing its competitive edge against veteran Nintendo and newcomer Sony, they were also publishing a fair share of their games on Windows PCs. This isn’t as well known as their other stuff, considering most of them were ports of existing Genesis and Saturn games.

Most of their games was ports of stuff like Comix Zone and Tomcat Alley. But then a certain blue hedgehog burst onto the PC scene, and I don’t mean by strange fan games made in Klik’n’Play….

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Sonic & Knuckles Collection was released in 1997, and was the second Sonic game to reach PC, the first being two different ports of Sonic CD. It was smart for Sega to port The Best Sonic Game* to Windows machines, for people like me.

I was strictly a Nintendo kid pretty much until the late ’90s, when I got my first PC, and later getting a Dreamcast in 2000. Because of that, the Genesis is a system that I owned but didn’t really experience properly, thus I never got to play Sonic 3 & Knuckles until this PC release.

…Well, that and the water levels in Sonic 2 scared me so bad that when I got Sonic 3 and got to Hydrocity Zone, I got so scared that I asked to take the game back. Damn you Yukifumi Makino and your scary-as-fuck drowning music!

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Nooo don’t send me down there

I have not one, not two, but three copies of this game. The first one I got was part of a Jack in the Box promotion, which had a few other Sega PC games like Sonic 3D Blast and Ecco the Dolphin. The others were a complete-in-box copy and a CD jewel case copy that came in a Sonic three pack with Sonic CD and Sonic R. That’s probably more copies than I need of this game, but hey.

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1024px-National_Rifle_Association.svgAhh, the NRA. A wonderful organization based in the United States that helps gun manufacturers with guns and trying to advocate gun safety… while blaming things like Mortal Kombat and American Psycho (?!) for causing violent shootings instead of guns themselves. Color me surprised when I found out they made a video game. Well, rather, they gave endorsement for a video game.

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This is NRA Gun Club. A first-person shooter published by Crave (RIP) and developed by our good friends at Jarhead Games. I’ve covered Jarhead’s stuff in the past, with such thrilling hits as CTU Marine Sharpshooter. (I wrote about that before, check it out here.) As far as I know, this game would be their swan song, not living long enough to make it to the 360 generation. This would also be the sole game they made on the PlayStation 2, and it shows.

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After being introduced to the bland title screen, I am asked to make a profile name. Since this is based on the NRA, I’d thought it’d be nice to name my profile after Wayne LaPierre, the NRA president and mirror-universe-Stephen-King.

 

 

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Or at least his first name, this game has a six character name limit.

The only mode with any sort of progression is Certification Mode. Here, there are four courses, each one unlocked after completing the previous one, with certain requirements needed to pass. There’s Plinking, Bullseye, Trap/Skeet and “Practical Shooting.” I’ll get into each one the best that I can.

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The “Plinking” challenge involves rapid-fire scoring for points. It’s damn simple: Choose a weapon, shoot at targets, score points, repeat until time runs out. Most targets give 5 points, but some such as the cans give 10. Each of these are done in “Strings,” where the board is reset each time, and then the final score is averaged out of the best runs. If the average meets the minimum number, it’s considered a passing grade.

Once you qualify in each of the pistol, long-range rifle, and shotgun challenges, you do the “Multi” course which makes you go through all three. Qualify that and you’re certified in the Plinking challenge.

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