Tom Massey
While the banter has a certain amount of charm, for us it became wearisome somewhat quickly. There’s almost too much of it. You can’t ignore NPCs entirely — there are times when you need pointers — but most offer no useful information whatsoever, and are only there to serve up yet another ba-dum-tss moment. Developer Fuz, who appears in-game as a townsperson, clearly thinks of themselves as a witticist, and that’s fine — just be aware that if you tire of the humour, you’ll tire of the game.
If you liked the previous Atari Recharged titles, Yars: Recharged presents another enjoyable diversion and interesting take on the theme. While not always as thrilling as it could be, the design overhaul still works well. That said, those who aren’t entirely intrigued by the formula may find it repetitive and ultimately tiresome. This reimagined Atari catalogue would probably be better off as a compilation title rather than a segmented anthology. And who knows, that may still eventually come to pass.
TMNT: The Cowabunga Collection is indisputably the best thing Konami has released in a long while, meeting all expectations and then some. Bar absent difficulty settings for the arcade games, it's an anthology that finally gets it totally right. Digital Eclipse and Konami have done the fans justice, offering a comprehensive library that doesn't hide content behind a paywall, while going above and beyond in terms of features and bonuses. With online functionality and rollback netcode being the icing on the cake, this is now the gold standard for retro collections. Capcom, pay close attention.
Mega Man Battle & Fighters is an excellent Neo Geo Pocket Color package that is fairer and more playable in some ways than the arcade originals on which it's based. For fans of the Mega Man formula, there's lots here to learn and plenty of rewards to be gained from defeating each story's boss lineup. Getting to grips with each character's strengths and weaknesses mixes things up, and it's great fun to study and overcome the attack patterns of your adversaries. Sadly, it's hamstrung by a prominent and invasive continue option that many will struggle to ignore, and the localisation is non-existent, making it both cumbersome to get into and limited in terms of how much one can be absorbed by the experience.
That said, the only real downside to Turrican Anthology Vol. 1 is the limited selection of games on offer. This is a series currently spanning two volumes, which some will rightly see as unceremonious enterprising. The Turrican games exist in so many formats and in so many guises, that it would have made sense to build the ultimate compilation and serve everyone at once, perhaps including obscurities like the PC Engine, original Commodore 64, or even Atari ST entries for the sake of completeness and preservation. As it stands, while a package that provides hours of gritty action gaming, its main drawback is its hefty price tag and meagre curation in respect of multiple volumes. Still, that soundtrack though.
Mega Turrican represents one of the series highlights, and there’s a certain amount of intrigue in Super Turrican 2’s adjustment of the formula. The rest is largely recycled. The package has all the same awesome, tweakable features and options featured in Vol. 1 as well as continued bonuses in the form of galleries, jukeboxes, and a remastered soundtrack option. But the price for what’s on offer is somewhat lofty. As we mentioned in our review of Turrican Anthology Vol.1, there’s no real need to split these titles between two releases except to wring more money out of consumers. While the titles herein and the quality of the ports are generally excellent, the lack of unique content leaves something to be desired.
As long as you're okay with its unreasonable lack of online functionality and screen filter niggles, there are hundreds of hours of fun to be had with Capcom Arcade 2nd Stadium. 32 mostly excellent games and another historically notable preservation piece, it recalls the essence of what an arcade felt like. Achieving that feeling, however brief, will be enough to justify a purchase for those with an affinity for gaming's rich history.
Once a technical marvel, Zero Tolerance Collection is now severely dated. Fans who live to relive days gone by might get a kick from diving back into the Planet Defense Corps facility, and the new Underground set of levels is a nice, if limited, bonus extra. But tweaks to provide an updated graphics option, improved frame rates, audio tracks, and true button remapping would have been greatly encouraging for existing fans and newcomers alike. As it is, this collection is largely just a ROM set thrown into a lacklustre zip file, with a frustrating level of non-effort.
Capcom Fighting Collection does exactly what it sets out to do, and bar a few very minor presentational oversights, is a product with years of longevity. It's a shame to lose those bonus characters present in previous console releases, and you do need to consider what appeals to you when considering a purchase. If you want the best Darkstalkers collection, look no further. If you want to experience Red Earth and take it online, the time has finally arrived. Or, for Street Fighter II diehards, Anniversary Edition's modernised netcode really lets you be a world warrior.Bar Red Earth, however, this isn't the first time these games have been released, and it surely won't be the last. A purchasing decision comes down to how many times you have bought these titles before, how much time you spend on MAME (which has been a viable, albeit illegal, option for years) or whether or not you just want the most polished, accurate, easy-access fighting game experience to date, either at home on your TV or portably on the go. If you fall into the latter category, it's a no-brainer.
Final Vendetta does an able job of using and enhancing tried and tested formulas of the past, and is great fun for either one or two players. Its brevity is ameliorated by its single-credit format; a bold but welcome move that makes learning to clear it rewarding for all the right reasons – but it's a setup some may struggle with. There's still room for experimentation in this genre with regard to original systems, and sadly Final Vendetta doesn't really attempt any of that, instead opting for more traditional '90s arcade fare – albeit with lots of variation in how you smack people around. If that's enough to tickle your fancy, you'll feel well-served by Bitmap Bureau's stab, but others might feel like they've walked this street before.
Two years in the making, Teenage Mutant Ninja Turtles: Shredder's Revenge is the best Turtles beat 'em up ever made, and a faster, better-looking, and more entertaining affair than even Streets of Rage 4. It looks delicious, sounds superb, and rekindles childhood memories beyond all expectation, time-warping you back to 1987. Its combat system is so much fun to mine that you feel compelled to keep coming back to try new strategies, and with its awesome multiplayer the experience evolves again and again. Like any beat 'em up, it does get repetitive as you enter the last third, but that's more a fault of the concept than the game. Our only regret is that we didn't use anywhere near enough puns in this review, so let's close by saying Shredder's Revenge is an unprecedented shell-ebration.
For fans of Pac-Man and his historical pedigree, this is the best round-up yet, spanning decades and featuring his most notable titles. It's the kind of collection the current Wonder Boy release should have been. The arcade overworld is a nice touch, although the frame rate is a big letdown and really should have been ironed out. And, while you might spend a while tinkering and designing your arcade space, the attraction of the gimmick is ultimately short-lived. Presentation deficiencies aside, though, one can't really fault the comprehensiveness of the collection, nor the quality of the titles themselves (well, except Pac in Time). It's a Pac-festival, and while it certainly has limited appeal, it offers countless hours of gaming fun and an interesting historical insight into the yellow orb's evolution.
Scoring the Wonder Boy Collection is only partly related to the quality of the games on offer. They're all excellent for what they are, and were they appraised independently, would do very well. But this is more about the package as a whole. Yes, there's plenty here to keep you occupied, but at the same time, what could have been is a sticking point. Wonder Boy is a great little series, with games spanning everything from the Master System to the PC Engine, in various guises. It's not difficult to offer a more extensive library for the broader gaming populace, rather than restrict certain titles to a group profiled for their magpie eyes.
Toaplan Arcade Garage: Hishou Same! Same! Same! is wonderful, historical stuff, conserving two beautifully designed roadmaps for the future succession of the genre. Antique, yet savagely modern in their viciousness, there are few titles that brew with as much energy beneath a late-'80s vintage aesthetic, driven intrepidly by Tatsuya Uemura and Masahiro Yuge's incredible soundtracks.Despite this, it would be misleading to cite the package as something for everyone. It's a perfect addition for people collecting M2's series, and for those with an interest in the preservation and best possible representation of notable arcade titles. As shoot-em-ups, Flying Shark and Fire Shark require a specific approach and methodology, and won't necessarily be to all tastes. If you revel in the thrill of old-school hardcore gaming, it's a duo that potentially offer years of service. For everyone else they may feel a bit samey, samey, samey.
Layer Section will always be a high-roller, and if you've never played it, you're in a ride like few others. As a Switch port, on the other hand, the relatively bare-bones production is the only real negative. Notable historical works deserve the gold standard: a bigger, bolder package that offers the best possible representation. To that end, City Connection has failed to do this game the justice it deserves, which makes it very lucky that Layer Section & Galactic Attack S-Tribute is still so damn good.
Despite us making numerous comparisons to the Super Nintendo game, Pocky & Rocky: Reshrined is, for the vast majority, a completely new entry in the series. And that's worth celebrating for several reasons. Tengo Project, well aware of the original's pedigree, was smart enough to only use it as inspiration, rather than attempt to follow its lead beat-for-beat. Within this modern framework, the developer has constructed a thrilling tapestry of light, colour, and action-packed junctures for hardcore gamers to get their teeth into. Is it better than Natsume's venerable 1992 outing? No, but it's about on par, albeit for slightly different reasons. Pocky & Rocky: Reshrined is a blessing, a gorgeous-looking, delightfully artful new interpretation of a much-loved classic, and a noteworthy example of what can be achieved, creatively, with the 2D medium. If you're even mildly into the application of old-school gaming disciplines, it should be snapped up without a second thought.
Ganryu 2: Hakuma Kojiro gives us one of the most mystifying pieces of software to hit the public domain in recent times. If it could muster even a stable 30 FPS, it would likely be a commendable arcade action adventure, featuring nice mechanics, stage variety, large bosses and pleasing graphics. Possibly, even, a highlight in its genre. As it stands, it's so confusing a technical train wreck that we can barely make sense of why it's been released in this condition. Should a patch materialise that resolves these issues entirely you can add at least three points to our current score, but at present technical problems gravely undermine the positives.
Dragon Maid is a middling shoot-em-up affair: not bad, not exceptional. Its tag team concept is a sound one: it's fun to juggle characters in an attempt to keep all your horses in the race, grabbing health items from mid-bosses and seeking out paths through the maelstrom. At the same time, its nuance and novel ideas are hamstrung by unremarkable stage action, and a few niggling missteps, which is a shame. There's definitely enjoyment to be reaped from committing to a one-credit clear, learning bullet patterns, and eking out scoring routines. But when there are so many games in the field featuring greater urgency, flow, and an all-important sense of personality, this one is more for people with cash to spare, fans of ecchi paraphernalia, or a burning desire to consume everything bullet hell.
Andro Dunos II is a resounding success. That a small indie developer can bat alongside the likes of M2 and Platinum and, honestly, with greater overall success, is always uplifting. Further inspiring, is how - superficial IP notwithstanding - it manages to be so utterly exacting to arcade standards of the '90s, and at the same time feel breathtakingly original. Its craftsmanship, from weapon negotiations and experimentation, to the way each stage is cleverly built to aid a variety of approaches and play styles, is top notch. Andro Dunos II looks good, sounds great, and plays wonderfully.
Gal Gun: Double Peace knows its audience, almost too well. Its entertainment factor is centred around crass perversion dressed up like a Saturday morning kid's cartoon; and, if anyone attempts to tell you it's a play on satire addressing the difficulties Japanese women face in a largely sexist society, feel free to laugh loudly in their face. That said, this is admittedly more of a game - and an altogether better game - than most that fall into the ecchi category. While simplistic, there's nothing particularly broken about it, and its Expert Mode does offer a playable enough game to be mildly involving. But, if you don't have a particular affection for its window-dressing, there's not a great deal here to keep rail-shooting fans engaged.