This week on Super Adventures, I'm reviewing one last racing game you can't buy digitally anymore. First I played The Crew, then I played Need for Speed: Undercover, and now this one's a Forza game. Most of the Forza games are gone now, but I'm checking out Forza Horizon 3 specifically because I grabbed it just before it was delisted and then never quite got around to trying it.
The logo looks like it's saying "FIII" for Forza Horizon 3, but it's actually "FM" for Forza Motorsport, the main Forza series. It would've been such an easy edit to change it to "FH" but I guess it makes sense to have one logo for the whole franchise. (The E in The Crew isn't a 3 either).
Wednesday 10 July 2024
Saturday 6 July 2024
Super Adventures in Delisted Racing Games Part 2: Need for Speed: Undercover
This week on Super Adventures, I'm still writing about racing games you can't buy digitally anymore. I was inspired by The Crew being shut down earlier this year, as it got me thinking about all the other racing games that have just disappeared over the years. Well okay, most of them are still in someone's game library, they still work (unlike The Crew), but you won't find them on the PlayStation store or on Steam.
It's a problem that affects this genre more than most because of all the licenced cars and music. Those licences have a time limit and when that's up the game can't be sold anymore. As far as I can tell, the first 18 Need for Speed games are all either gone now or never were, unless you can find them on disc, with only 2010's Need for Speed: Hot Pursuit getting a remastered rerelease. And playing PC games off a disc has only become more of a pain in the ass over time.
Fortunately, I was able to buy a few of them before they vanished. In fact, I've already written about the first 10 years of Need for Speed games, going from Need for Speed to Underground, so now would be a good time for me to cover the absolute highlight of the sixth gen console era: the original Need for Speed: Most Wanted from 2005!
I can't be bothered going through the hassle of installing it though, so instead I'm downloading one of the most hated games in the series: 2008's Need for Speed: Undercover!
It's a problem that affects this genre more than most because of all the licenced cars and music. Those licences have a time limit and when that's up the game can't be sold anymore. As far as I can tell, the first 18 Need for Speed games are all either gone now or never were, unless you can find them on disc, with only 2010's Need for Speed: Hot Pursuit getting a remastered rerelease. And playing PC games off a disc has only become more of a pain in the ass over time.
Fortunately, I was able to buy a few of them before they vanished. In fact, I've already written about the first 10 years of Need for Speed games, going from Need for Speed to Underground, so now would be a good time for me to cover the absolute highlight of the sixth gen console era: the original Need for Speed: Most Wanted from 2005!
I can't be bothered going through the hassle of installing it though, so instead I'm downloading one of the most hated games in the series: 2008's Need for Speed: Undercover!
Thursday 4 July 2024
Super Adventures in Delisted Racing Games Part 1: The Crew
This week on Super Adventures, I'm playing racing games you can't buy anymore, not online anyway. In fact, you can't even play The Crew anymore as Ubisoft shut the servers down last March! They just took a game people bought with money and made it entirely
non-functional.
I struggle to write about racing games as basically all you do in them is get in a car and turn left or right. Sure the process of winning races is a little more complicated than that, plus I can talk about the types of races they have and their various features, but if I go down that route I'll pretty much end up writing an instruction manual and no one reads manuals anymore.
But screw it, this is my last chance to write about The Crew while it's fresh in my memory, so I'm doing it. Plus I'm throwing in Need for Speed: Undercover and Forza Horizon 3, because it's easier to see what makes something distinct when you put it next to the things that it's similar to.
I struggle to write about racing games as basically all you do in them is get in a car and turn left or right. Sure the process of winning races is a little more complicated than that, plus I can talk about the types of races they have and their various features, but if I go down that route I'll pretty much end up writing an instruction manual and no one reads manuals anymore.
But screw it, this is my last chance to write about The Crew while it's fresh in my memory, so I'm doing it. Plus I'm throwing in Need for Speed: Undercover and Forza Horizon 3, because it's easier to see what makes something distinct when you put it next to the things that it's similar to.
Thursday 11 April 2024
The Lion King (Genesis/Mega Drive)
Developer: | Westwood Studios |
| | Release Date: | 1994 | | | Systems: | Genesis/Mega Drive, SNES, MS-DOS, Amiga |
This week on Super Adventures, I'm voluntarily playing a movie tie-in game from the 16-bit era! Maybe this is one of the good ones though. I mean, there have to be some good ones, right?
I've actually played The Lion King before, so I already know what I'm getting into here... and I know I won't be getting very far in it. Games were generally more challenging in the 80s and 90s, so when you load up one that was notorious even back in its day for its extreme difficulty, you know that you're in for a bad time.
The game was re-released for modern platforms a few years back by Digital Eclipse, so I'm sure it has all kinds of new quality-of-life features now (or at least a gallery to look through when you're stuck). I'm not going to be playing that one though. I'm going back to the original games with all the original frustrations.
Disney's Aladdin famously got two different platformers, a Sega version by Virgin Games and a Nintendo version by Capcom, though it also had a third version for 8-bit systems. For The Lion King, all the 16-bit systems got the same game, by Command & Conquer devs Westwood Studios, and that's what I'll be playing. Though I'll also take a look at the 8-bit games as well, because I'm curious.
Alright, I'm going to see if I can finally get past the graveyard stage for the first time in my life.
Monday 11 March 2024
TimeSplitters (PS2)
Developer: | Free Radical | | | Release Date: | 2000 | | | Systems: | PS2 |
This week on Super Adventures, I'm checking out a game I haven't really played before: the original TimeSplitters for the PlayStation 2! Not Time Stalkers for the Dreamcast, that's something very different. (Just to make it more confusing, in the EU the two games came out less than two weeks apart.)
TimeSplitters was created by Free Radical Design, a company that has had a bit of a rough time of things over the years, as it's been killed off at least twice. The first time was in 2014, after they'd spent some time in disguise as Crytek UK, the second was last year after the Embracer group decided it would be better for their shareholders if we didn't get a fourth TimeSplitters game made by the original founders.
Free Radical was originally formed in early 1999 by staff that left Rare during the production of N64 FPS Perfect Dark. So it's pretty impressive that they got this out in late 2000, just a few months after Perfect Dark came out, especially as it was for a brand-new system. Rare had been focused on N64 and Game Boy games during the latter half of the 90s, but this was a launch title for the PlayStation 2. So I guess I'm going to see what Dr Doak and the GoldenEye team could do in 16 months on unfamiliar hardware.
I won't be seeing it on any other machines though, as to this day the game remains a PlayStation 2 exclusive. It's a product of that horrifying period of history where first-person shooters sometimes never got a version with mouse controls, and unlike its sequels it never made it to a system supported by backwards compatibility like the Xbox.
Alright, I'm going to check out the single-player for a bit and see if it's still fun in 2024. Assuming it was ever fun. And assuming it even has a single-player mode. It's going to really screw up my plans if it doesn't!
Saturday 24 February 2024
Sonic 3 & Knuckles (Genesis/Mega Drive)
Developer: | Sega Technical Institute | | | Release Date: | 1994 | | | Systems: | Mega Drive/Genesis, Saturn, PC |
This week on Super Adventures, I'm wondering why Sonic 3 & Knuckles has you selecting menu options with a shoe. That's not normal.
You might be wondering why this beautiful looping GIF is missing the horrifying slowdown when the 3D Sonic swoops in. The answer is: it bothered me and I wanted it gone. I did my best to make it true to what the designers intended it to look like though. The game's later releases on more powerful consoles tend to come with authentic emulated slowdown, but the Saturn version included with with Sonic Jam is a proper port, so I used that as a reference to fix the timing. Now the only thing wrong with my GIF is that it's not a video, so I can't hear it say "SEGA!"
Anyway, I'm playing Sonic 3 & Knuckles, the fourth (and fifth) of the 16-bit Mega Drive/Genesis Sonic platformers! I already covered the first Sonic the Hedgehog back in 2011, but I decided to skip Sonic 2 because it's too similar, and Sonic CD frightens and confuses me. Also, it's Sonic 3's 30th birthday today... in the EU (it came out a few weeks earlier in the US).
Sonic 3 & Knuckles came in two parts released 8 months apart, with Sonic the Hedgehog 3 featuring the first set of levels and the save RAM, and Sonic & Knuckles featuring the second half of the levels and a connector to (optionally) join the two cartridges together. It's like plugging in a Game Genie, except instead of getting cheats you get an expansion pack. It's not the first time two standalone games could be combined like this, DOS game Might and Magic: World of Xeen got there first, but this did it with hardware. And then basically nothing copied it. It remains pretty much unique as far as I'm aware.
The reason it was released in such a weird way is because they had a Happy Meal promotion and TV ad campaign deadline and they were only going to get half the game finished in time. They still charged full price for it though! Personally, I think the lock-on feature was a genius move, as it gave the game some novelty, especially when people learned that it could be combined with Sonic the Hedgehog 2 as well! Plus it turned out to be a crucial part of any serious collector's Tower of Power, along with the 32X... another piece of add-on hardware that didn't catch on.
Right, I'm going to give the game an hour or so and write about it. I have played it before, but honestly I think an hour is going to take me well further than anything I've seen before.
Thursday 15 February 2024
Loadstar: The Legend of Tully Bodine (MS-DOS)
Developer: | Rocket Science Games | | | Release Date: | 1995 (Sega CD 1994) | | | Systems: | DOS, Sega Mega CD |
Today on Super Adventures, I'm checking out Loadstar: The Legend of Tully Bodine, by the infamous Rocket Science Games.
Rocket Science was founded in 1993 with the goal to bring together some of the most talented people in the fields of video games and films to make some video games that are also films. With actors and everything. They were all-in on the idea of making FMV-based games and they thought that theirs could be the most visually impressive on the market. Not just because of the content, but because of the codec; their compression was among the best in the business, meaning more production value survived the process.
People took notice of how many high-profile designers and engineers were being hired, and investors began lining up to throw money at them. Interactive movies were sure to be the next big thing and Rocket Science had the talent and the funding to bring digital entertainment to the next level. But then all six of their games bombed, leading to them going out of business after just four years. And I mean really bombed, not just 'failed to meet sales expectations'. Loadstar released around the same time as their second game, Cadillacs and Dinosaurs: The Second Cataclysm, and it seems like by 1996 the two games still hadn't reached 8000 copies. With their sales combined. On all systems.
How is even possible that they made a dinosaur game in 1994 and failed to get anyone to buy it? That was the peak of Jurassic Park hype! Even Trespasser shifted 50,000 copies and that was straight-up broken!
Anyway, I'm playing the spaceship game, not the dinosaur game, and I'm curious now about why it didn't appeal to people at the time. Is it really that bad or were people just not into FMV? Am I going to be into the FMV? Will I be able to endure the amount of cheese I'm about to be exposed to?
WARNING: There will be a surprisingly graphic death sequence at some point. Also, I'm going to spoil the game's entire story.
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