#36 Beavis and Butt-Head (SNES)


I was feeling nostalgic for some of my younger days and remembering how funny I found the MTV show Beavis and Butt-Head, I wanted to take a trip down memory lane. Having watched their big-screen adventures again earlier this year, I decided to play their self-titled game on the SNES. It's a side-scrolling beat-em-up/platformer with some other game styles sporadically tossed into the mix, with a few bosses blended in for good measure. As you walk left to right, you are confronted with skateboarders, dogs, shopping carts, characters from the show, and a variety of other nuisances. It's the type of game where you can sometimes be confronted with an enemy with little to no time to react, so it becomes a game of stage-memorization/mastery, like many older games of this ilk. That wouldn't be so bad if it weren't for the fact that the controls aren't particularly engaging, and in some places - like bouncing and platforming on springy clothes lines - are quite frustrating. To be fair though, it's totally playable, despite some annoyances. You are given some weapons to deal with your foes, like a baseball bat with a boxing glove on the end of it, and a toy gun of some kind. And there are some tag-team moves where Butt-head kicks Beavis over an obstacle and follows him with a jump of his own. There's a couch fishing mini-game where food is falling outside the dim-witted duo's living room window for some inexplicable reason, and you try to catch as much as you can without getting your hook stolen by an adversary. There's also some voice and laughter clips which captured the vibe of the show. There were some things to enjoy, especially for a fan of the old show, but it was just clunkier than I would have liked and not compelling enough to recommend, even to series' fans. Uh, this is stupid, huh huh. 2/5.
#35 Beyond Eyes (PC)


Video games can express many different scenarios, conditions, emotions and circumstances. It's part of the reason I personally find them so compelling. They are a window into such a diverse breadth of potential experiences, and thus, ever-fresh. One of the more counterintuitive situations to express within this medium is that of blindness. To take on the task of conveying the sense of
not seeing within the context of a visual format is a tall order. But that's exactly what the game Beyond Eyes attempted to convey. It's a tale of a little girl who lost her sight in a fireworks accident and her journey to find her missing cat. The manner in which her impairment is expressed to the player is in the fact that the environment doesn't display fully until she is in close enough proximity for touch and sound to illuminate her sense of her surroundings. The visual field is white until her senses allow for a feel for her environment. It works about as well as I could imagine this difficult translation could within the context of this visual medium. And I appreciated what it was trying to do, and what it did well. The problem for me, the player, who wants to have fun playing his games, is that the girl's movement is
painfully slow. Granted, it makes sense, given the character. She has to move with care, especially in new environments. But, with controller in hand, it is more tedious than immersive. And this is coming from someone who thinks King's Field The Ancient City is an all-time classic, a series considered by many to be unacceptably ponderous in movement. Movement is SLOW. And this slow movement is compounded by the fact that the environments are unseen until you are in very close proximity to things, leading you to dead-end after dead-end while trying to navigate to a path that will lead your progress forward on your adventure. You can easily end up going in circles, again...at a snails pace, while searching for the proper route. It just irritated on a level that was palpable, accuracy of experience notwithstanding. I don't mind being enlightened in my gaming, in fact I really love games that try to show me something new. But I also play to enjoy myself, and I really struggled to do that here. The game is attractive in both its watercolor visuals and premise, but was handicapped - no pun intended - by the very condition it was trying to portray. An unfortunate 2/5.
#34 Jersey Devil (PS1)


The PS1 had some nice collectathon platformers in its day. Ape Escape, Crash, Klonoa and Spyro, among others, provided some of that nice comforting, venerable genre goodness. And having missed some games I had an interest in on the console within this genre, I decided to give Jersey Devil a try. After an animated introductory cinematic that failed to generate any real excitement, we're dropped into some levels for the tried and true platforming action. The titular Devil is nicely designed with horns, a pointy tail and wide devilish grin. He's a cool looking character and he certainly has the personality to carry a mascot platformer. He has a variety of moves from some standard jumping and punching/spinning as well as gliding, a la Spyro. The controls were serviceable if not great. They were a bit touchy though and I found myself making adjustments for my adjustments as the game lacked that tight responsiveness that I prefer in this (or any other) genre. Additionally, the camera, as is often the case in some older games, was especially problematic. You could adjust it manually on the X axis with the triggers, although the adjustments were slower than I would have liked. It was easy to find yourself strafing around an enemy only to lose track of them as the automatic camera failed to position properly and your slowly spinning adjustments lagged behind. More frustrating was the inability to look up and down. That is always a significant ding for me in games where camera control is part of the equation. All in all, it didn't do enough to differentiate itself from being a standard platformer in terms of design, and the execution was also lacking enough finesse to grade out as average. It's not a terrible game, but it can't measure up to other offerings in either the category or on the console. It had potential, but just didn't rise up to the task. 2/5.
#33 Elderborn (PC)


I picked up Elderborn in a Humble Bundle and was curious about it because I had heard it described as a mix of Doom and Dark Souls. I watched some videos and it looked like a fun first-person-melee type of game, and if it captured the flavor of the Souls series in any meaningful way, I knew I'd love it. There isn't much in the way of narrative delivery. You are plopped into this world and the carnage begins. There is lore to find that adds flavor if you are so inclined, but I didn't find it very interesting, so the brunt of the responsibility for my enjoyment fell to the gameplay and atmosphere. As to the latter, there was a nice heavy-metal soundtrack to put you in the mood, and the environments were fairly "metal" and dark as well. But the layout of the levels was often confusing and poorly thought-out in my opinion. You could easily find yourself all turned around and wind up back where you started in a circular sort of maze, as if you were lost in the wilderness trying to find your way out only to end up where you began. In addition there were quite a few instant death traps that would take your experience and send you back to the last fountain you'd saved at, a la the bonfires in Dark Souls. (You could also retrieve experience by returning to the spot where you'd died as another nod to that series.) I just didn't enjoy the structure of the maps much at all. As to the gameplay, you have a variety of weapons which you can level up - in addition to some perks for your character as you progress, but the core combat was just lacking any excitement. I found it repetitive and tedious most of the time. Come in close, attack, back off and repeat. If you're dealing with a shielded enemy, kick the shield back, attack, repeat. Overall there just wasn't any pizazz to the fundamentals of the game, and when you add in the lackluster elements already mentioned, I found myself pretty disappointed overall. It's not an awful game, but it really failed to reach the potential I'd hoped for leading up to my time with controller in hand. 2/5.
#32 Hellblade : Senua's Sacrifice (PC)


Having dedicated most of my gaming time this year to older games, I found myself wanting to experience something with more modern spit-shine and glitz. I was perusing my backlog and noticed Hellblade: Senua's Sacrifice. I knew it had garnered a lot of praise, and I always found it attractive and interesting from what little I'd seen, so I said "Why not?" I remembered playing a few other games from Ninja Theory in the past on the PS3; Heavenly Sword, Enslaved and DmC : Devil May Cry. I don't consider any of them classics, but I did enjoy them all, so that gave me the final push to go ahead and fire it up.
I was initially kind of stunned at the graphical fidelity, having acclimated to predominantly older games for so long. It was gorgeous, despite the bleak setting. Senua, in particular, stood out with some great facial animation and just a really compelling character design in my view. The environments were also well-made and the Norse mythology was a nice layer and backdrop. I was very curious to see Senua live out this adventure. Her character was so tortured, and mentally-ill apparently, and the tone was very heavy making for the possibility of some intense drama. So I carried on for a while with great optimism, however...
Some glaring issues cropped up fairly quickly for me. Most egregious was the structure of the game and means of interaction. The bulk of progress was made by finding and aligning Norse runes/symbols that appeared on doors and were also hidden within the levels natural geometry. When you discovered all the symbols on the door also expressed within the level geometry, the door would unlock and you would progress. These puzzles ranged from boring and tedious to aggressively unfun. I found many of them to just be really poorly designed and implemented and left me with a real sour taste in my mouth - in contrast to the presentation. There was also combat with enemies that occurred fairly frequently, and while not awful, it was perfunctory and lacking any real depth. It felt as if it was more of a forced "interactive" part of the narrative than anything of substance. Ninja Theory have always been strong on presentation, and this was no exception. I just found the meat of the game to be lacking any real enjoyment and aggravating at times. I can see why many loved it, and I surely loved some elements, but overall it was a disappointment and I wouldn't recommend it. I'm not the type of person to do this sort of thing, but this game is one I can see people enjoying more watching a youtube walkthrough than actually sitting down with controller in-hand. 2/5.