Everyone should know this story by now, but still. English version of Ace Combat 3 should be the definition of “self fulfilling curse”. Namco developed this insanely ambitious arcade flight sim only to get scared that it won’t sell well in the west, so they literaly cut more than half of the game for the English release, and after that, it obviously didn’t sell well.
I decided that I’ll start with the English version first, and then compare it to the fan translation. And what a strange experience that is.
Maybe it’s because the Japanese version comes on two CDs, and English just on one, but there is no intro, at all. After you start your first mission, you get a bit of text on a black screen telling you that you are UPEO pilot protecting General Resource corp from Neuwork corp. There is no voiceover. It all feels like I’m playing a ripped version in the 90s.
Speaking of the game itself, though, the visual jump is incredible, considering there was one already between Ace Combat and Ace Combat 2. But now the land textures are even more detailed, sun is reflecting on the water, there are lens flares, and clouds, and explosion waves (something I don’t remember even in PS2 titles). The first mission is such a power move overall.
Most interesting mission is where you need to chase experimental bombers above the clouds. A lot of aircrafts would stall at those altitudes, so you need something like MiG-29.
In some missions you also find named pilots, like Goose alor Razorback. Downing them brings a reward to the collection.
Again, we need to fly into a base through a tunnel to blow a reactor. With a twist that a tunnel opens only after 3 minutes of real time, and closes after another minute.
The hardest mission is probably the one where you need to destroy radars with your machine gun. Not so much because of the machine gun part, despite radars placed on buyous at sea and the need to fly through inlet to locate some of them, but because the way enemy planes spawn right behind you as soon as you try to make a pass. And unlike your missiles, those planes seem to be infinite.
Last mission, I didn’t enjoy at all. You need to chase a cruise missile with a machine gun, and that target is tiny. Good luck not getting motion sickness. Not sure if playing on a real hardware would help, but on emulator, this mission is a nightmare.
And of course there is another tunnel with a reactor you need to blow at the end. Luckily this time it’s enough to hit the reactor, you don’t need to fly out for the tunnel as well.
One bit that confused me is that I never unlocked the F22, that’s why I was playing final missions on YF23. There are also more aircrafts to unlock when you play the campaign for a second time, but after that cruise missile mission, I’ll pass.
It’s genuiniley impressive how much the game has improved over the first installement. The drawing distance is now comfortable, and I don’t need to look at the radar anymore. The speed and altitude is now also shown in the 3rd person view, so there’s no need to switch to 1st person much. The afterburners are now also visible, so you can see when you are speeding up.
The game is also more colourful. It is strange statement, considering in the first game you flew purple jets.
Of course there is a ravine mission. It looks better than in Ace Combat 1, but weirdly, it plays worse, because with potato graphics of Ace Combat 1 it was very easy to see the path, whereas in Ace Combat 2 I wasn’t sure if I’m flying into a wall.
Completed Resident Evil 3.
The final episode, Factory, is obtrusive. It may sound funny, but there isn’t that much backtracking in Resident Evil 3. Unless you get confused, of course. But Factory is designed is such a way that you have to go back and forth multiple times, while game throws at you enemies in rooms you already cleared, sometimes twice. Also, there are some unskippable cutscenes before the boss fights that can get pretty annoying.
I’m not sure how environmental the final two boss fights are. In the first, Nemesis is in humanoid form, and you need to shoot acid valves when he’s near. Not sure if that’s the only way to damage him, or if it just helps. Funny how at some point he loses his head, but still goes on.
Then the final fights is against Nemesis-frog. I usually say that ammo is more important than health items in Resident Evil, because you can’t heal a boss to death, you need to shoot him. But this is another environmental fight, as far as I can tell, where you need to turn on a railgun, then lure Nemesis a couple of times so it gets smashed by it.
The entire game took me around 6 hours of game time to complete. Which isn’t bad, I thought it would be shorter. I remember that Leon’s scenario in Resident Evil 2 took me around 2:30 hours.
By the end of it, I still had plenty of healing items, but not that many bullets, I must admit. So the game is more enemy heavy than Resident Evil 2 for sure.
The trolley sequence is pretty tiring. Funnily enough, that’s the only part I remember from my playthrough those 20 years ago, the huge worm in the sewers, akin to Alone in the Dark. But you have to evade Nemesis, escape from the worm, then beat Nemesis, and he is though, taking whole Magnum, and then some.
At first, I found dogs to be pretty annoying. But then I noticed that they don’t have invincibility frames on the ground anymore:
By the time I reached the clocktower, I started combining all the gunpowder I had into Magnum ammo, and got 48 of it. That’s plenty. Also, got both part of the gun from Nemesis. Despite it’s named Eagle, it’s a 9mm gun, not a Desert Eagle. But it does has a better rate of fire than the standard gun, and allows to put any spare 9mm ammo to good use.
Nemesis shots down the chopper (that’s how I understood I played this game without videos, because I would have remembered such an epic scene), the Magnum ammo comes in handy.
Then we switch to Carlos. Playing as him is a bit tricky, as you have almost no pickups. If you run out of ammo – you’re done.
After comparing Dreamcast version with all enhancements RetroTink 4K can offer with RetroArch/SwanStation, I must admit that playing on a physical console doesn’t worth it at all.
While colors might be attributed to how my capture card processes HDR signal, it’s undeniable that models and textures rendered in x5 resolution look significantly better.
The most important parameter to get this quality of picture is PGXP CPU Mode. It is supposed to be slow, but very accurate way to represent 3D models. Something that PSX was never good at. Interestingly enough, Dreamcast has some new textures, for some reason (notice the plaque has moved a bit):
Back to the game, it is interesting how you meet Carlos at different points in the game, depending on which location you visit first. On Dreamcast, I’ve met him in the restaurant. But on my PSX playthrough, I wanted to avoid Nemesis and went to the newsroom first. And here Carlos was waiting for me again, with a different cutscene.
Speaking of cutscenes, the game has QTE events, even before Shenmue! Sometimes when Nemesis appears, you are given a choice, between fighting, running away or hiding.
After success with Ace Combat 4, I decided to check the very first installment in the series, originally called Air Combat . It is still surprisingly playable. The planes are recognizable, and fly well enough. Even the control scheme stayed the same. And you also get to buy new planes between missions.
The differences are that 3rd person view in the first game is mostly useless, while on PS2 I would use it most of the time. This is because it has no information about your speed, for example. To the point I thought my gamepad was misbehaving, as you don’t really see your plane speeding up.
The main tradeoff is the viewing distance. You can’t see shit, basically, enemy planes appear only when they are about 2km away. So you have to navigate by radar most of the time, until you are almost on them.
One notable change I have to talk about is the color palette of the planes. I’m not sure if it’s arcade legacy, or 95 style, or just an attempt for the planes not to mix up with the surroundings, but… red, purple and white? Really?! There’s a real-world term “Flying Circus” coming to mind.
Of course I had to check if this also applies to F117 Nighthawk… and yes, it does.
Wingmen are an interesting concept. Before a mission you can decide if you want to spend a significant sum to have a friendly jet. And you also can choose which jet it will be, which is of course affects the price. You also set the strategy for them: defend you, or try to complete the mission.
Some missions are also quite ambitious. There’s a night bombing run, and a mission where you have to follow pipelines in the desert to locate enemy oil refineries.
You also get to choose which missions to do. And of course there is a ravine mission. The saddest ravine mission ever, I must say, as the hardware was nowhere near. But they tried nevertheless. Actually, there are two ravine missions, although second is more of a tunnel or a cave.
The game is rather short, with 17 missions in total, but because there are some branching paths you have to complete around 14 to beat the game. But it is ambitious. At one point you have to bomb a suspension bridge, and they animated parts of the bridge crashing down into the water.
And the final boss is this flying fortress with four engines that you have to chase, and each engine falls apart separately, and then the fortress begins to tilt and raise smoke. 10 years later, they would repeat this mission in full force, but the fact they already imagined that back in ’95 is impressive.
The only bit I didn’t appreciate is the “Bingo!” exclamation every time you land a hit. Guess this is from the arcade days.
Of course there is another Xibalba golden temple, called here Torifune. I’m not sure if it’s more annoying than the one in Innocent Sin or slightly less. There are unavoidable traps, which I consider a bad design choice, but the dungeon is slightly shorter.
The nice thing about Eternal Punishment is there are some unique abilities to the character-specific personas, with dedicated animations, that makes them feel special, and really burn through enemies.
There is a system of registering and duplicating spell cards in this game. In later games, this will be replaced with registering and resummoning personas.
Despite beating the final boss on my second try, I still consider it quite ridiculous. I had to resurect characters 40 times, as he continuously smashes all characters for 3/4 of their life.
But hey, my characters were level 69-71, while a guide I read later suggest them to be 80-90 😆
Overall, I think it’s a shame they decided to split the game into two parts. Innocent Sin had a compeling story that ended with a cliffhanger, but the sequel is mostly the same ideas, with more dungeon grinding on top.
The game tries very hard to tie-in the first Persona, something Innocent Sin never attempted to do. I never played Persona 1, so all those Guido and The Boy With an Earing don’t mean anything to me.
After the Underwater Temple, Ellen leaves the party (no big loss, although that could be said about most characters in this game), and Tatsuya joins. Now we have Katsuya and Tatsuya, great! Tatsuya explains that he’s the conciense of Tatsuya from The Other Side in a body of Tatsuya from This Side. Although technically This Side is the Other Side 😆
At least he arrives leveled enough, while all my other characters seem to be constantly underleveled, as no matter how much I grind, it still doesn’t seem to be enough.
Finally discovered what the different metals are for: summoning unique personas. And those are used automatically, when you reach around level 50.
The Sea Cruiser and Underwater Temple sequence is… punishing. I’m glad Innocent Sin taught me to always stock on HP and MP items to the max. Still, the Underwater Temple is full of trapped floors that make you repeat the same sequence over and over again. And unlike trapped floors in Innocent Sin, those are only visible on the minimap.
During fight with Chizuru in the temple, I simply got lucky. Persona 2 loves the “shell game” mechanic. Boss summons 4 clones, then swaps places with one. Clones have some reflective properties, either a particular element or like in this case all of them. You need to guess which is the real one, and once you do, clones disappear, then the process repeats itself. Chizuru also casts Rage, which doubles the physical damage, but makes character attack at random. Which is usually deadly, as 4 out of 5 enemies would reflect the double damage right back. But this time, it simply worked in my favour, finishing the boss off.
They tought that the burning museum episode was great, apparently, so you have to do it again. Yes, PSX version also has the heatwave effect, although it’s not that good. Don’t know if they made it easier, or I simply knew the trick, but I did manage to complete this without a problem in 10 minutes instead of 30.
The game makes very little sense without Innocent Sin, as at one point Maya asks if anyone could hear a girl: as she rescued the Cosplayer in the Other World there. And then Tatsuya flies the zeppelin, saying “he seen how it’s done once”. It’s Maya from the Other World that showed him.
This game takes place in an alternative version of the world known as The Other Side, and the main protagonist is now Maya. In this world Jun’s father is alive, so Jun is not the Joker, and Joker is much simpler – just killing the people you wish would be dead.
Contact system was slightly reworked, now each character has just one phrase, so there’s less guesswork. But the PSX version doesn’t have the mood tracker PSP version had, so you have to remember how many times the persona has already reacted.
Another thing PSX version doesn’t have is the persona compatibility indicator, so you have to remember how many MP persona usually costs, and how many MP is required when you equip it on a character.
In this world, King Leo is not just an arsonist, but a serial murderer. He’s also the son of a minister, so he’s admitted to an asylum, until becoming Joker and getting superpowers.
I’ve played Persona 2 Eternal Punishment, which uses the same engine and shares some of the characters, but not the original, probably because PSX version wasn’t officially translated. Luckily the PSP version is.
I decided to compare both versions, and it’s interesting that in order to accomodate PSP wider screen they distanced the camera a little. No 4:3 black borders, but the character sprites look a bit muddier, because the scale is not as precise.
Since Zero playthrough went so well, I decided to give X a try, although I always found him more difficult. Maybe I was wrong. What you do need, though, is to remap your controls: I put dash on left bumper, regular attack on right trigge and special attack on right bumper. Because you need them all at the same time. How people play with default mapping is beyond me.
X’s regular attack is basically a peashooter, but his fully charged attack is quite good. And since his attacks are ranged, the bosses I struggled with as Zero, such as Spider and Stringray, are much more manageable. You still need to master the evade for the Spider, though.
The playthrough this time was Dragon, because always start with Dragon, then Walrus, as he’s still vulnerable to fire, unlike Peacock, then Spider, then Stingray, which is easy with Walrus’ weapon.
Colonel is still vulnerable to Ice, for some reason, just like with Zero.
Then both Mushroom is vulnerable to Spider’s web, and Lion to Stingrays. And Owl fight with Peacock’s weapon is laughable.
Overall, I feel like X gameplay is much easier than Zero, because his weapons realy exploit their weaknesses. During the General fight, which I found to be thoughtest with Zero, I literally took no damage with X.
First two phases of Sigma are also easy. Third one is just… long. Unlike the first two phases, this one doesn’t seem to have any weaknesses. So you just go through the annoying phases over and over until it dies.
It is more than 5 minutes of real time. I know, because I recorded only last 5 minutes of it.
I had to pause the game to give my fingers a rest at one point.
But now, I can say I’ve done it. Finished Mega Man X4, 28 years later 😆
Completed Mega Man X4 with Zero, fulfilling my childhood dream, one might say.
While Colonel is manageable, Zero against the General is another story. His only vulnerable part is the head, but touching it, or any other part of the body hurts Zero. I had to backtrack to get the second energy tank, and refill it in the Walrus stage, and beat Iris again just to be ready for this fight.
Then you need to beat the 8 animal bosses again. This sounds terrifying, but there are a few caveats to that challenge. You do get to replenish some life between the fights, and if you die, you don’t need to repeat the gauntlet all over, the killed bosses stay dead.
The final boss is all-in-all not that hard. First phase is extremely predictable. Second phase requires some well timed wall jumps, but still doable. The only challenge is to have enough life for the third phase. And the third phase is total random. I got lucky with the “alien” shooting above Zero’s head over and over.
I always had a special relationship with Mega Man X4. It was the first Mega Man game I’ve seen, because for a strange reason, it was ported to PC. But also, many years later, while trying Mega Man X3 and Mega Man X5 I understood that it hit the sweet spot of looking amazing, unlike X3 which still had SNES era visuals, but still having solid core gameplay, unlike X5.
What I didn’t understand as a kid is that Dragoon literally screams “hadouken” and “shouryuken”, because his moveset is basically Ryu/Ken from Street Fighter.
For some strange reason, Mega Man X Legacy Collection on Switch doesn’t have save states. I rarely use them nowadays, but Mega Man without them is still brutal.
My path is Dragon, which can be beaten with exosuit, and I think that’s the easy choice. Then Peacock, turned out to be easy as well with the fire sword. Then Walrus, for obvious reasons.
Then Lion, you just need to dodge the stomps. And Stingray, despite being weak to the Walrus weapon, can also be taked out with a saber, you can jump safely underneath.
The most trouble, I had with the spider. You need to dash-jump to avoid the homing webs, and even then, I feel that sometimes it’s very hard to do, as his position is quite random.
With Spider weapon, Mushroom is easy. And I left Owl for the last, although with Peacock’s weapon, I could have done it much sooner.
Impressed that the upgrades actually alter the car looks a bit:
It’s nice that until the final tournament, you don’t have to grind money at all. It’s just all natural progression. For the final tournament that requires 500K cars though, you will have to grind a bit. Here’s the funny part, though. You can either do the Grand Touring Competition tournament for a 100K prize, or the International Supercar Series tournament for a 175K prize. But, the second tournament is much, much harder: the cars like Lamborghini Diablo SV and Ferrari F50 are very prone to losing control, and quite a few tracks have rain conditions, which only worsens the situation. This tournament is not fun. At all. Instead, you can literally cruise through the first tournament on the Ferrari 550, and get what you want with less effort, and less real-time.
The last tournament takes place on a completely new set of tracks. And although McLaren F1 GTR is a beauty to behold, PSX aesthetics aside, and a pleasure to drive, I feel like this tournament requires to much planning for me to care.
PSX version of High Stakes misses quite a lot compared to PC version. There’s no cockpit view. The weather effects are almost non existing. Just 4 leagues and no modes besides Tournament. So, it’s a High Stakes without the “High Stakes”.
But it has a few advantages as well. First, lighting is surprisingly better than on PC. Especially lens flares. And upgrades actually make a difference in this version, making it more playable that the brutal PC version.
I fondly remember Need for Speed 4 from my childhood. I had a friend who was really good at this game, unlocked all the cars, while I always was terrible at racing games, so I didn’t even manage to complete the first tournament race.
So, I decided to revisit it. And it is still brutal. You need to pay entrance fee for most tournaments. You car gets damaged and needs repairs. To compete in eponymous “High Stakes” race, where you stake your car against opponents, you need an extra car.
At first I thought that upgrades, tucked away in one of the menus, will help. But it’s quite pointless, since opponent cars are upgraded as well.
Some of the tracks are extrucicating. With 8 laps, they take 15 minutes of real time. And this is before modern racing features such as time rewind and guidelines.
Gaming as a kid in the ’90s was a very confusing experience. Most of the information I’ve got was from game magazines, featuring a game on the cover, that would be hopefully reviewed or at least previewed in the issue.
One of the magazines I proudly owned had Re-Loaded on its cover. But I never actually played the game, and a few seconds of gameplay I’ve seen many years later gave me an impression it’s trash. Now, I can finally confirm my suspicion.
First of all, it turns out to be a sequel of another game I’ve never seen called Loaded. The gameplay is Chaos Engine like, with multiple characters to pick from, each with a regular and a special attack. The characters and enemies are prerendered, but the levels are 3D, with multiple levels of elevations.
One of the main issues with gameplay is that enemies movement is not discreet, but weapons are. Meaning enemies would run at you at an angle you can’t hit them at all.
The only feature of note is that some enemies will try to roll rocks at you from above. Adding insult to injury, from the 3rd level onward, most of the enemies shoot at you, turning the game into bullet hell.
This is all topped with what was considered in the 90’s as “edgy humor”. One of the characters is a cannibal, another is a crossdresser, the planet is named Kee-Butt (such laughs), and so on.