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retro gaming reviews

check reviews for the mega drive, super nintendo, playstation 1, dreamcast and just about anything retro related

Gorgeous Retro Games (series) you NEED to play

12/7/2021

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Posted by: Gemma @ Juicy Game Reviews / TheGebs24, Blog by Sean (SkiJumpNose)
retro games
Pure Nostalgia. Retro Gaming is in our blood
Retro Games! What are they? What era is retro? Who cares right?! I love retro games just as much as anybody. Why? Retro Gaming allows me to be transported back in time to those Childhood bedroom moments when we were all crowded around a 16" CRT TV waiting for a go on Street Fighter 2. Or maybe I am back in my friends watching them setup the Amiga 500 and then waiting for Lotus Turbo Challenge 3 to load. Gaming is life and that's why I like to hear from my readers, about their favourite retro games and series'. A Big thank you is in order to Sean (skijumpnose) for sharing his love of his favourite Retro Games below.

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A Hedgehog called Sonic

1/7/2021

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Guest Blog by David Morley
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My older brother grabs the good controller. It’s the enhanced one as it’s been used more and it’s not as rigid apparently. “Hold on, let me get comfortable.” EA Sports it’s in the game! The early nineties were hard, a lack of money for my parents being the main issue. So when my oldest of two older brothers bought me a Sega Mega Drive for my birthday and gave it to me early. It was a big moment.

It’s 1993 I’m about a week away from my fourteenth birthday and forever being lifted into 16bit gaming heaven. A back story for my gaming knowledge previous to this day would be the commodore 64, my friend Paul’s bedroom and a Peter Beardsley manager game called… wait for it: Peter Beardsley’s International Manager. I recall the day like it was yesterday; the brand new Sega Mega drive box with images of the games that you could buy like Hang On, Sonic the  Hedgehog, Italia 90 and Columns, pictured on the back. My first ever game was, of course, Sonic the hedgehog. The little spiky- haired dude who would refuse to jump lava in the marble zone levels consistently for about a week. The SEGA start up title blasted out and I was addicted.
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​Even now, that little blue Sega intro is etched on my brain forever, instantly transporting me back to that moment in time. Out of the box, the Mega Drive was instant gaming. My older brother showing me how it’s done, his skills came from spending his time in the very place from where the Mega Drive evolved. Driven by the arcade generation before it, the games were in now in your home and on your television. There is a show on streaming platforms which charts the history of gaming. I urge you to check it out.

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First look at EVERCADE VS - Everything you need to know

23/4/2021

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 Posted by: Gemma @ Juicy Game Reviews / TheGebs24
Evercade VS - Everything you need to know
Evercade VS - Everything you need to know

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Tomb Raider: The Lasting legacy. The PS1 and beyond

11/2/2021

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Blog post by: Gemma @ Juicy Game Reviews / TheGebs24
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I recently completed Tomb Raider during a live stream. Fifteen brutal yet beautiful levels packed full of puzzles, wild animals, water, sand, oh and Pierre. Never before have I live streamed a game that stirred such strong feelings of nostalgia. This was something that I reflected on with my chat throughout every stream. What exactly was it that made the original Tomb Raider so special? Let’s take a Swan Dive in to the Core Design of Lara Croft’s Tomb Raider.

Solitary. That is how you / I start out on the very first level of Tomb Raider. After my Sherpa met an early death, I set out in the cold caves of somewhere in search of something. Even at this early stage of this beautiful work of art, Tomb Raider felt special. As I learnt the basic moves I felt confident in wanting to take my adventure further. The complex jumps across treacherous gaps still wreaked havoc with my vertigo but jump by jump I learnt to trust the process that Core Design had so perfectly built.

Tomb Raider introduced Lara Croft as their main protagonist. A female protagonist?! This was game changing back in the 90’s. More so, that Lara had a very pronounced triangle top half. Triangle tits became a slang phrase with my friends. Triangle tits? Did Core Design really do this? Was it on purpose? No matter what the intention, Lara’s breasts were a serious talking point that arguably helped to carry the Tomb Raider brand a long way.

Back in the 90’s we never left the UK. I did not travel abroad until I was an adult. Tomb Raider opened my mind up to the world, cultures and adventure. Jungles, tombs, sculptures, pyramids, waterfalls! Tomb Raider had it all. Some of my favourite memories are thinking back to playing Tomb Raider and feeling like I could escape and be in a foreign land.
Lara Croft Tomb Raider Dinosaur
Lara Croft taking on the iconic Dino of The Lost Valley
I often hear a lot of Tomb Raider fans discuss how difficult the mechanics of swimming are. I found it to be a simple mechanic to pick up. I would go as far to say that Lara’s walking and jumping mechanics are much more difficult to master. I fell many times whilst trying to walk to the edge of a ledge (even whilst holding dow the walk button) and then there’s the moments when I jumped backwards and accidentally fell to my death. Swimming was the least of my problems. Back in 1996, we did not realise at just how blocky the controls were because there was nothing to compare it to. I am so tuned in to the fluidity of playing Shadow if the Tomb Raider that when I went back to Tomb Raider, I had to devolve my play style. Luckily, my muscle memory reverted back to my mid-90’s love affair with Tomb Raider. I was kicking ass!

Everybody has as least one memory from playing Tomb Raider on the PS1 or Sega Saturn. Or perhaps you played Tomb Raider on the PC? Back in the 90’s level five was my nemesis. I remembered the dreaded verticality and four doors. You had to unlock each of the four doors to progress to an area. At the end of the area you would obtain a key. During steam I was dreading this level but it turned out to be a breeze. I felt like I played through it seamlessly. My nightmare levels turned out to be, seven (Palace Midas), thirteen (Natla’s Mines), fourteen (Atlantis) and fifteen (The Great Pyramid). How did we manage to beat this game as kids? Natla’s mine had far too much fiery danger for my taste and an incredibly annoying mini boss that took me at least ten times to kill. Level fourteen felt like a level from Doom what with flying demons. I kept getting in to a new area and thinking “this has to be it. This has to be the end right?”. Nope. Level fourteen seemed to go on and on forever. Fortunately I had my live stream viewers to keep me company along the way.
Despite the difficult levels, there’s no denying the majestic nature of Tomb Raider and its long pasting legacy on my life. During my recent play through I could not help but think at how clever the level design was. Even more mind blowing was that Tomb Raider was created by six people from the original Core Design Team in Derby. Derby has a special place in my heart as it is my home city so I have often bragged that “me and Lara Croft were born in the same city”. As much as the game still resonates with gamers today, little can be said about the Core Design studios. Sadly is was closed and turned in to flats. Nothing is left of the original studio aesthetic.

The question is not about how much of an impact Tomb Raider had on me; it’s what would have been different if Tomb Raider had of never existed? Obviously I cannot give an exact answer. Perhaps Naughty Dog’s Uncharted series may never have existed? We certainly would not have had any Tomb Raider films. It was through the Tomb Raider films that I discovered Cambodia and the beautiful Temples of Angkor. Later in life I ventured to Cambodia to teach English. If the games had never been developed I wonder if I would have ever gone to Cambodia. Perhaps not. One thing can be said in all certainty, Tomb Raider is tremendous and I love it!

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Blog post by: Gemma @ Juicy Game Reviews / TheGebs24
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Customising and Modding Retro Game Consoles with R.A.W Talent Art

15/7/2020

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Interviewed by: Gemma @ Juicy Game Reviews / TheGebs24
Custom Consoles Interview
Console modding and customs with R.A.W Talent Art Interview
Retro Gaming is a huge passion of mine. There's nothing better than going to a retro gaming market and seeing your favourite childhood games and consoles neatly lined up ready for you to browse through and buy. More intricately, over the last five years I've noticed some gorgeous custom Super Nintendo's, Game Boy's, Game Cube's and more. Adding a splash of colour to a SNES Shell certainly adds a level of personality and charm I would have never expected. So when Rob from R.A.W Talent Art approached me to collaborate I jumped at the chance. I got the chance to catch up with Rob to talk about some of his work in the console modding community and we find out just what is it that inspires him?

So Rob, tell us a bit about yourself?
I'm a 37 year old father of two. I live in Norwich, Norfolk but without the accent, luckily. I'm a creative sort that's a bit of a perfectionist who is currently learning the art of patience. I enjoy playing consoles with my kids and revel in showing them the Retro games I grew up with. Only when they get older will they realise that not every child has access to almost all consoles every released!

How would you describe Console Modding to someone who didn't know about it?
To me console customising and modding is a passion, an escape, therapy, hobby and a job I guess. Its most peoples wish to be paid for something they are passionate about and I've worked hard for almost 8 years to get to the level I'm at now.

What got you in to console modding?
Before I customised consoles I was an illustrator/artist. I was commissioned to make paintings of various things, namely Marvel characters, books covers, abstract work. I became disillusioned with the way I had to acquire work, bidding for jobs against other artists who could afford to do the work for less as they still lived at home with few commitments. I couldn't survive this way so buckled and became a driver for a big supermarket for a few years. This was OK but not my aim in life and soon felt like something was missing from my life. It dawned on me that that thing was creativity. With a full time job and two young children spare time was almost non existent. I started to think of a way to get back into being creative artistically with limited time. The paintings I made previously were VERY time consuming. I asked myself what my passions were, art was an obvious one and the other was gaming. So I came up with a way of combining my passions into a hobby.​

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Resident Evil 2 Board Game Review

27/4/2020

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Guest Blog Post by Jack @ThePnutbean 
Resident Evil 2 Board Game Review
Resident Evil 2 Board Game
Remember the hype? The real genuine hype, not this meme hype of today. Hype like people buying Zone of the Enders mainly for the Metal Gear Solid 2 Demo? The hype around Tomb Raider and how channel 4 did a show during the release of ‘Last Revelation’ of Lara’s history? Remember that hype?

The cynicism behind todays marketing feels more like Stockholm syndrome than real, honest hype. As the hundreds of suites with a default face pound on my door, telling me “You like this game, buy this game, you like it”. Or maybe it is I, who is cynical, looking for something to connect me to my past, to simpler times, to fell once more.

One game always stood out during those times, a game every magazine publication could not stop talking about well after its release. That game was Resident Evil 2. A game today still loved by many.

Naturally, in today’s climate, such a classic cannot remain in its original form, and a remake was inevitable.
Most people will already know of the Capcom Resident Evil 2 Remake that garnered critical and commercial success.

But there was a second remake some gamers may not know about, more akin to the classic- SteamForge’s Resident Evil 2 The Board Game.

Upon opening the box, you are greeted with ‘This game contains scenes of explicit violence and gore’, the exact frame from the original Resident Evil 2; a fine detail any fan would admire.

Inside the box you will find over 20 tile pieces designed with Racoon city and Police Department. Over 30 pieces to create the terrain elements such as walls, stairwells, doors, corpses, typewriter and item box. 30 sustained effects and gameplay tokens such as item tokens and wound tokens. Then miscellaneous tokens such as the weapon dials to count your ammo, boss health dial, health/poison condition marker, ink ribbons, side pack, and your health tracker.

After the tiles, you will find various cards, 50 item cards (item deck A and item deck B) with explanation of items use- like handgun ammo giving you 8 bullets.
Weapon cards display more information- such as the weapons range, how many and/or what attack dice are needed.

Each character has a specific character card that indicate what weapons they can use along with a evade counter (number of evade dice the player uses), and how many items they can carry. The card also displays the characters special ability, a once a turn or round ability to aid the team’s survival. But mindful, enemies have their own reference card with special traits too.

Last set of cards is the tension deck, a card where after each player turn that alter the game world; some cards do nothing, others spawn enemies or other various effects that can foil your plan. Later scenarios will see you replenishing the cards with ink ribbons and typewriters, otherwise it’s game over. ​

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Die Hard Trilogy PS1 (Retro Review) "Yipee Ki Yay"

17/4/2020

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Blog post by: Gemma @ Juicy Game Reviews / TheGebs24
Die hard trilogy Retro review
Die Hard Trilogy (PS1) - 1996
Die Hard Trilogy​ is much more than a game. It is an experience that many of us gamers smile about even in to 2020. I’m making specific reference to the Nakatomi Plaza campaign or rather the Die Hard campaign which sees John McClain jostle upwards through nineteen levels of terrorist action. Die Hard 2: Die Harder and Die Hard with a Vengence both add some fun play time but nothing quite compares to the forty of Die Hard.

We start out in the basement of the Nakatomi Plaza. The goal is clear, kill the terrorists and reduce the hostages which sounds simple but it’s not. Using the mini map is crucial to survival as it reveals both hostages and terrorists. It is possible to complete a level without rescuing all of the hostages (as I accidentally killed many) but you must wipe out every terrorist At this point a thirty second timer ticks over the screen and we must quickly scramble to the designated lift exit. Some of the larger levels make for an adrenaline fuelled, intense scramble to the lift. The relief you feel when you jump in to the lift and make your way to the next floor is explosive.

There’s a decent array of weapons to find on every level ranging from a pistol to an Uzi to a hand grenade and more. Be careful though as letting go of a hand grenade in a tight space will cause you serious damage if not death! Sadly I did this too many times on my Die Hard live streams. When you can land some shots on the enemies they go down fairly easily.

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First Person Zombies ate my Neighbours! Well it's a DOOM II crossover actually

12/3/2020

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Blog post by: Gemma @ Juicy Game Reviews / TheGebs24
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Zombies or Zombies Ate My Neighbours as it is known in North America is available to play in a beautiful first person mode, well almost. A clever video game modder by the name of Dude 27th recreated the first three levels of the famed Super Nintendo / Sega Mega Drive title; Zombies. Inspired by the classic FPS; DOOM, Dude 27th serves up some phenomenal gameplay of his 16bit crossover. I learnt about this mod today but it's been around since the middle of 2019. As Dude 27th points out in his last YouTube update both Zeke and Julie are playable characters and eight of the familiar weapons have been recreated such as the water pistol, WeedWacker, soda cans and more. To add icing on the cake the original soundtrack and sound effects. Levels also match the exact original game layout. More details on the mod can be found here but also take a look at some of these official screenshots.

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3 Retro Games that helped define the WiiWare legacy

18/2/2020

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Guest blog post by Ben Rai @BenRai
WiiWare 3 Defining Retro Games
WiiWare fuelled Retro Gaming passion in us all
Gamers let's dive head first in to the tale of the ReBirth trilogy, created by Konami for the now extinct Wiiware service on the Nintendo Wii's WiiShop channel. The series of games launched in 2008, starting with Gradius Rebirth, followed by Castlevania Rebirth and Contra Rebirth in 2009.

I downloaded all three of these titles, each averaging about £10. I was a big supporter of Wiiware and really encouraged the idea of developers contributing to the market with smaller ,shorter and relatively cheap games that were at least on par with the 16-bit Sega Megadrive or SNES era.

As consoles evolved, games had, and still continue, to become longer, much more complex, and time-consuming. Side-scrollers had basically become a thing of the past on mainstream consoles. This is changing somewhat now there are more indie game developers in the market, thankfully. However in the early 2000s, most of these smaller game developers were yet to exist.

I do believe that actually, despite some really enjoyable and well crafted Wiiware titles, that overall, the medium did not live up to its full potential. Far too many remote-waggling and silly party games existed in the library. I feel that Nintendo could have contributed to Wiiware a lot more too.

Why not produce a true Super Mario World sequel on the Wiiware shop to tide fans over until Super Mario Galaxy 2? It would have been simple to make, heck even fans make constant ROM hack versions online. Nintendo have said as much that they are afraid to produce a fully fledged F-Zero mainline game - so why did they not produce a Wiiware F-Zero game that basically looked like the popular SNES version, but with new tracks and cars? It would have been a very cheap endeavor and it would not only have given us a fresh take on a beloved SNES era game, but given Ninendo a gauge of interest in a potential bigger production.  Nintendo dabbled in Wiiware with "NES Remix" 1 and 2, altering NES games - so why not do more with the SNES games?

That however is a whole other topic, but I am thankful that Konami made an effort in this case. While Contra as a series had been fairly quiet for a while, Castlevania had been mostly focused on its RPG style Metroidvania games. Konami also released Castlevania Lords of Shadow around this time period too. which personally, I am not a huge fan of. I like my Castlevania a bit more linear. I wanted to feel like I was playing a new version of Super Castlevania IV, or a new Contra 3. I got my wish with the ReBirth games. Now, let us take a look at the 3 Rebirth games.

First up, Gradius Rebirth. Now I will admit, I am not a huge Gradius fan. It is a series I have given very little attention to, and I am mostly aware of it due to the fact that you can play the first stage of one of the Gradius games as a mini game in "The Legend of the Mystical Ninja" for the SNES. However what I can say about Gradius Rebirth is that it is a solid and challenging game. By challenging I mean it is actually brutally hard in places.

Gradius Rebirth offers you a score mode on the main menu which hands you one life to get as far as you can. Highscores would go on to a leader board. Then you get the standard game mode with unlimited credits. You are able to select your ideal craft from a selection of 5 with their basic weaponry. Then you are launched into space to begin the adventure. Flying from left to right you will shoot enemies flying towards you while avoiding bullets and collecting power ups.

The first quarter of each stage begins with you flying through the vastness of space before smoothly transitioning into a new area, such as the insides of a spaceship or sand themed desert planet. The game consists of about 5 stages, with my favourite being the second, which is set in a classic shoot 'em up trope environment. The good old experiment ship full of pulsating pink brains, tubes with experiments floating inside them, barriers of flesh trying to trap you and floating alien bubbles. Topped off with a giant pinser clawed alien insect constructed of bones, pink slime and a big eye in the middle that is practically screaming "I am the weak spot!"

The game is constructed from varying remixed music and stages of past Gradius games, though it has some original bosses.Some stage salso have secret warp points that can allow you to skip an entire area and boss - but they are very difficult to locate. There is a very brief story, that is kind of placed into the game via text and images but it is nothing of real value, unless you are perhaps a hardcore Gradius fan who loves the series. And even then, I doubt you will care much, because this game and series is obviously about the fast paced, arcade shoot em up action - and the vibrant arcade styled music sure let's you know it.

Gradius Rebirth garnered mixed scores, averaging middle of the road to positive, due to a lack of multiplayer option, which would have been nice, and due to the issue of the game being very tough.

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Silent Hill: Homecoming [Review, Xbox 360, PS3] - Why you need to play this in 2020

6/1/2020

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Blog post by: Gemma @ Juicy Game Reviews / TheGebs24
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Silent Hill: Homecoming tends to be the forgotten game of the  Silent Hill series. During recent live streams of Homecoming some of my viewers commented that they had never played it. Luckily there remains a core group of fans of Silent Hill: Homecoming, that have cemented its position alongside the likes of Silent Hill 2 and the original. Admittedly, Silent Hill: Homecoming is not as enthralling as Silent Hill 2 but perhaps that’s because Silent Hill 2 came out first? I guess you never forget those early loves and let’s face it, the creepy roads, apartment blocks, hospitals and schools of Silent Hill and Silent Hill 2 were difficult benchmarks to follow with the proceeding games. That is, until, Silent Hill: Homecoming released in 2008. Of course all of this is my opinion and if you’ve played Homecoming and dislike the game I suggest you stop reading now. If you are looking for an intriguing horror game that is reminiscent of the first two Silent Hill games; please read on. Silent Hill: Homecoming released on the PS3, Xbox 360 and PC.

Silent Hill: Homecoming sees our main guy, Alex return to his home town of Shepherds Glen. His brother and father are missing. Alex’s mother is present in body but seems to lack in maternal lust for Alex. Her catatonic like state and distress over her missing son pretty much sums up her role in Silent Hill: Homecoming. The general look of Shepherds Glen reminds me of Silent Hill and Silent Hill 2. It’s foggy, it’s empty, there’s zero draw distance, broken roads and enemies with legs for arms and arms for legs, patrol the streets. Alex’s main objective is to find out what happened to Josh. At various points in the game Alex witnesses apparitions of Josh running in to various buildings. As you can imagine these buildings are often overrun with enemies and puzzles. I had a lot of help on stream in order to solve the puzzles but if you play alone I would say that the puzzles are a lot simpler that Silent Hill and Silent Hill 2. Ultimately if you are familiar with those games there will not be too many surprises in Homecoming.

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