SNK 40th Anniversary Collection v Capcom Arcade Cabinet (IGC Retro Bowl II)

I really should have started off the IGC Retro Bowl concept with SNK 40th Anniversary Collection v Capcom Arcade Cabinet. The two companies are already linked through some fighting game crossovers. And both these sets are sort of unique among retro compilations because they specifically cover each company’s early efforts before they found real success and notoriety. Also, I’d never played any of these games before I got these sets. Just the NES port of Ghosts ‘N Goblins, which isn’t included. But the real reason I should have led with this match-up is because just how damn similar so many of these games are. It’s truly remarkable. It literally made me feel uncomfortable. Playing these two sets next to each-other was like watching someone actively peaking at a fellow student’s test answers, and you’re the only one who sees it and wonders if they should say something. So, sorry Sega Genesis Collection. You’re going to have to wait. We have a grudge match to settle.

IN THIS CORNER
SNK 40th Anniversary Collection
$39.99 for Nintendo Switch (coming to PS4 in March)
23 Arcade Games and 9 NES games released between 1979 and 1990
Game purchased by me.

IN THE OTHER CORNER
Capcom Arcade Cabinet
$4.99 for Starter Pack (required), $24.99 for “All-in-One” pack (all remaining games) $3.99 for each individual game, or $9.99 for packs of multiple games sorted by year for Xbox One via Xbox 360 backwards compatibility.
17 Arcade Games released between 1984 and 1987
Game supplied by fan.

Before getting started, I want to point out how stupidly convoluted getting some of these games for IGC Retro Bowl has been. To purchase backwards-compatible Xbox 360 games on your Xbox One, you can’t actually use your account’s existing balance. Xbox 360 games require you to have a credit card on record. That is so stupid. I understand it has to do with the agreements made with third-parties for how Microsoft would handle the transition from one console to the next. But I didn’t know that until after a fan had already attempted to purchase Capcom Arcade Cabinet for me while it was on sale. This will actually come into play for more upcoming IGC Retro Bowl games like Rare Replay (which features backwards compatible Xbox 360 ports of N64 games) and Midway Origins (another backwards compatible collection).

ORIGINALITY

Now look, I’m not naive. I know the game industry is a gigantic match of “monkey see, monkey do” done with a series of 1s and 0s. It’s been that way literally from Pong onward. But it’s sort of amazing how many games in SNK’s collection are eerily similar to stuff Capcom already made. Commando came out about seven months before Ikari Warriors. Street Fighter (not included in this set) came out two years before Street Smart. Ghosts N’ Goblins was a smash, and then Athena was shat out by SNK (which I pronounced as SINK for the longest time). But the truly amazing thing is how rare it is that the later SNK versions improve upon the stuff they were aping. Only Psycho Solider, which borrows heavily from Capcom’s SonSon, feels like lots of effort was made to ramp-up the formula. Of course, that came out three years after the game it was, ahem, inspired by. I hope it would be better after that long.

To be honest, even with Psycho Soldier putting in a bigger effort, I liked SonSon more. But, I didn’t enjoy either game so that’s damning praise. Most fans of Psycho Soldier.. that’s apparently a thing that exists.. remember it more for its music than it’s gameplay. I played both sets muted for the most part and no siren call is going to convince me that game of all games isn’t just fucking boring.

Not that Capcom are saints in this category. Pirate Ship Higemaru is basically their version of Sega’s 1982 arcade anti-classic Pengo. And there they somehow made a shitty game even worse with some of the most crappy, unresponsive controls I’ve seen in a game like it. The issue is more that at least some of the Capcom games feel like they were taking existing concepts and trying to evolve them. You don’t get that sense with any of SNK’s 23 primary games, with one exception: Crystalis. Which can be summed up as “SNK’s version of Zelda.” It retains the action-RPG concept of the original Legend of Zelda but throws in actual leveling-up mechanics and other role-playing conventions. Yes, Zelda II did that as well, but that’s a side-scroller. Crystalis feels like a sci-fi version of the game most Zelda fans were hoping Adventure of Link would be and wasn’t.

But that’s the lone exception, and even then, it feels like they’re playing follow-the-leader. All the games in SNK 40th Anniversary can be comfortably described as “SNK’s version of..” fill-in-the-blank. Fantasy is SNK’s version of Donkey Kong. Ozma Wars is SNK’s version of Space Invaders. Sasuke vs Commander is their version of Galaxian or Galaga. The most original game is Paddle Mania, and it really sucks. Capcom wasn’t exactly inventing new genres, but at least it feels like they were building onto them instead of just xeroxing them.
Edge: Capcom Arcade Cabinet

Vanguard is both an example of everything right and wrong with the SNK set. It’s actually one of the more fun games to play, but it’s so generic and so derivative that it’s no wonder it was completely lost to history.

EXTRAS

Gameplay is king. That has been my mantra at IGC since day one. But the special features for SNK 40th are so jaw-droppingly awesomeballs that it almost overrides the actual games. I’m such a hardliner for gameplay over bells and whistles that my friends and family literally can’t believe I’d even have to stop and think about it. SNK has a museum menu with tons of information, sort of like a guided tour. Tiny little factoids, even for dozens of games not included in the set. And there are cabinets and flyers and promotional art assets and concept art. It’s all well sourced, cleaned up, and easy to access. None of it is locked (though the museum stuff did seem to cause my game to crash a lot, like 20+ times since December). More than I can say about Capcom’s set, where everything is locked and what little I was able to get wasn’t remotely impressive. Some of the extra-extra features require putting in as much as 25 hours combined on the 17 games here. If they had aged particularly well, maybe they can justify that. They didn’t, and so Capcom can’t. My friend Garrett was supplying me with more factoids and trivia than they did. They should have just packaged him with every copy.

Apparently the files for Yosaku are mostly lost, and a good dump of it doesn’t exist, or so I’ve been told. As the collection notes, it’s one of the most rare arcade games out there. There’s not TONS of information for each game included with SNK 40th. It feels like a coffee table book in video game form.

That’s enough right there for SNK to win, but they spiked the ball by including the ability to rewind games so that you can undo your mistakes, an increasingly common feature I’d like to see more of in the future. But even that wasn’t enough. SNK 40th has the single coolest feature of any classic set ever made. All the arcade games (along with NES-exclusives Crystalis and Iron Tank) allow players to watch a video of someone (possibly tool-assisted AI) making a perfect run at each game. Now, are you ready to have your mind blown? You can actually stop the video at any time and take over the controls from there out, in the exact same spot the video was at. You really have to see it to believe how cool it is.

This, ladies and gentleman, better be a regular feature in classic collections going forward. If it’s not, I can’t be held responsible for my actions.
Major Edge: SNK 40th Anniversary Collection

BEST GAME

1943 Kai is probably the best overall game from either set. I can already hear Crystalis fans reaching for their keyboards to complain. Well, actually I think the best game in SNK is one I’d never even heard of before buying it. It’s called SAR: Search and Rescue. It’s an early blood-and-guts shooter. The original arcade machine, like several SNK shooters, used a special rotary joystick that allowed you to move in one direction and shoot in another without the need of a second stick (like Robotron used). Without that specialized input, SNK 40th converted the titles to twin-stick shooters for this collection. This is actually a positive, as fans of the era told me the twin stick step-up is less clunky and more intuitive. And SAR is genuinely riveting in a time capsule type of way. It’s just so.. gory. I wasn’t expecting that. Despite being a bit slower than I prefer such a game, it never got boring, plays great with two players, and really feels like they were trying to grab attention. If it had actually been given a decent name, maybe it would have taken off. Search and Rescue for a sci-fi game like this? Lesson learned, kiddies: put more than two seconds thought into your names.

That’s a lot of red stuff for a game that came into the world the same year I did.

Meanwhile, 1943 Kai is a moderately upgraded version of 1943, itself a sequel to 1942. The 19XX series is to gaming what the Fast and Furious franchise is to movies. It initially tried to stay somewhat grounded in reality, but by the third installment they were just out of fucks to give. Kai changes the plane and gives it lasers and other futuristic power-ups. Consequently, it feels more modern and, gasp, fun. Neither compilation has a particularly strong lineup, and I don’t know what it says that I wasn’t truly in love with anything from either set. But if I had to choose one game to play for the rest of my life, I think I’d rather play Kai.
Slight Edge: Capcom Arcade Cabinet

I don’t think this is historically accurate.

WHAT’S MISSING THE LEAST?

Both sets focus on the formative years of the respective companies and both are missing a lot of games. In the case of SNK, the initial release was missing a lot more, but an update added 11 titles. That still leaves several no-shows. Games like Atom Smasher, Satan of Saturn, Lasso, Marvin’s Maze, Vanguard II, Gladiator, Jumping Cross, Main Event, Canvas Croquis, Hal 21, Touch Down Fever, Fighting Golf, Fighting Soccer, Mechanized Attack, Baseball Stars, Sky Adventure, or Touch Down Fever II. Now, I won’t pretend like I’m some kind of SNK aficionado. I’d never heard about most of these games until I read about them. But I did just read about their existence.. in SNK 40th Anniversary Collection, where they are displayed prominently in the game’s museum. While I’m sure it would have been time and resource consuming to port all those as well, the fact that there’s so many of the games missing with no word of more DLC coming, free or otherwise, makes this set feel very incomplete.

None of the games listed in this screenshot from the complete SNK timeline included in the collection are present in the game. That kind of sucks. I thought Vanguard was interesting and now want to play the sequel. Game companies that put these sets out might inadvertently send gamers rushing to MAME to check out the stuff left on the table. It makes me wonder if they would have been better off waiting to release the collection in November of 2019 in order to include more games. But then again, SNK 41st Anniversary Collection doesn’t have quite the same ring to it.

Capcom’s heavy hitters can’t be satisfactorily explained away either. Yes, more complete Capcom sets (Capcom Classics Collection Vol 1 & 2) were released for the PS2 and original Xbox. Well, this isn’t those consoles. There’s no original Street Fighter. Or Final Fight. Or Bionic Commando. Or Mercs. Or Tiger Road. Or Forgotten Roads. And yea, some of the games did get a separate release in Capcom Beat-Em Up Bundle. But again, this is actually a backwards compatible game from a previous generation. They didn’t plan the Beat-Em Up set yet. So skipping those games here feels very lazy. What we did get feels like a dumping ground of games nobody in their right mind would actually want as anything but part of a collection. I don’t think that’s true of SNK. Even with so many missing games, I don’t feel anything that is definitively SNK is missing from that compilation. There’s no truly iconic Capcom game in a Capcom collection, and that’s just plain baffling.
Edge: SNK 40th Anniversary Collection

HISTORIC SIGNIFICANCE

The following is an indisputable fact: the Capcom that exists today is, for better or worse, the same linear company that made the games featured in this set. You can’t say the same about SNK. The SNK that published the games in this collection.. well.. died. And that makes perfect sense. I’m guessing diehard fans of the company that are older than me won’t want to hear it, but I always looked at SNK like a cover band that made inferior versions of more popular work. They were making the Dollar Store, off-brand also-ran fighters that didn’t sniff 1/10th the success or reverence Street Fighter II did. I’m sure there are people out there that will swear on a stack of Bibles that King of Fighters or Samurai Showdown were better games than Street Fighter II and its twenty-two billion special editions. But they weren’t making terrible movies with Jean-Claude Van Damme based on King of Fighters. For my generation, we mostly know SNK from generic, red arcade cabinets containing four generic games from franchises they don’t make new games for (mostly) today.

Before buying SNK 40th, the only time I heard of any of the games included in it were from people talking about how bad they were. Like the Angry Game Nerd riffing on the NES version of Ikari Warriors (included in this collection, and yes indeed, it’s truly horrible). Prehistoric Isle is probably the third best game of the set. Not great or anything, but genuinely fun. Good use of theme. But it’s not exactly the type of game that comes up often in casual conversations with Golden Agers. That’s the SNK set in a nutshell: okay games you’ve never heard of and probably will never play again once you finish them once.

But, the issue is none of either company’s truly iconic franchises are here. And trust me, while you’re sitting there stewing that some hateful millennial said tons of mean things about your favorite classic games, I’ve been sitting here for hours positively stumped about how I quantify the historic value of the games we actually have in the set. Ghosts ‘N Goblins is probably the most overall famous title of anything featured today. But it’s famous for all the wrong reasons. It’s not so much a “good ole days” game as much as it was a “games were harder back in the day” crowing point that blowhards point to. Almost none of whom actually beat these games on the developer’s terms. They needed save states or Game Genies or any other laundry list of help to make anything resembling progress. Ghosts ‘N Goblins is famous because it’s a terrible game that lots of kids really wanted to like and actually didn’t. Everything else in the Capcom set barely qualifies as a footnote in gaming history. And the one game that most gamers do remember and still talk about, they talk about in the same tone that they talk about their old high-school friend they reconnected with on Facebook only to find out he’s since become a holocaust denier.

Maybe you can say the same thing about the SNK set, but this is where the extra features provide an assist. Because the games in that collection are framed in a way where the hateful millennial you’re still pissed off at gets education on why these games mattered, and how they laid the groundwork for the company that SNK would become. I didn’t know their first arcade game had intended to use interchangeable cartridges, and even if that game isn’t present here, I think that shit is neat. Like, wow, they actually had something like Neo Geo in mind right from the very foundation of their existence in the 1970s. That’s swell. Maybe Capcom wouldn’t have lasted if they hadn’t found moderate successful with games like Side Arms or Vulgus, but what we do have feels almost unimportant. The games in SNK’s set are displayed with such care and love that it makes them feel more important to our community’s history than they probably are. Plus they included NES ports of the games, as if to say “well if you think Ikari Warriors was shitty in arcades, you should see what people at home had to suffer through.” Both sets feel light on importance, but..
Slight Edge: SNK 40th Anniversary Collection

“Maybe if we just throw all the game artwork into a big pile and use that for a menu, nobody will notice the complete lack of star-power in our set.” Oh, and you can only get Vulgus and 1943 Kai if you buy every other game in the set. They can’t be purchased separately and are “bonus games.” Kai is the best game in the collection and Vulgus is at least decent enough to not be painful. You really dicked fans with this one, Capcom.

PLAY VALUE TODAY

Probably the biggest issue with Capcom Arcade Cabinet is just how maddening the games are. I adjusted every game’s difficulty to easy and I still was losing virtual quarters in under a minute to most of the games. Gun.Smoke I lasted 35 seconds my first attempt. Of course, for Fantasy on the SNK collection, my first play took me 2.3 seconds of actual game-time to lose all my lives. Yes, you read that right: 2.3 seconds. If I had been a teenager in 1981, I’d probably have been arrested for punching out the screen. It’d been my final Fantasy if you catch my drift.

But nothing else in the SNK set fucked me to the degree Fantasy did. And while most of the games underwhelmed me in both sets, the issue with Capcom Arcade Cabinet is how samey it is. Most of the games are some form of a shmup, and all the ones that aren’t I found to be terrible. Ghosts ‘N Goblins? Terrible. Gun.Smoke? Terrible. Avengers? No, not that Avengers. No, not one either. No, an original game called Avengers. It sucks. Trojan and Black Tiger seemed like they could be fun, but even on easy the enemies drained health too fast and the overall design seemed like it was based around taking quarters with little regard for giving players value. I started a life in Black Tiger and in under 30 seconds, I opened a treasure chest that caused an instakill. It’d be like if the old man in Zelda said “it’s dangerous to go alone, take this” and then pulled out a glock and capped Link. Game Over. I somehow doubt Zelda goes down in history as an all-timer if it pulls that stunt.

The most interesting game in Capcom by far was Speed Rumbler, a game so lost to history that it doesn’t even have its own Wikipedia page. It plays like a primitive form of the old 2D Grand Theft Auto games and might have been fun. But again, prohibitive difficulty and unresponsive controls sort of make it hard to appreciate that it might have been the unstated inspiration for one of the biggest franchises in gaming history. Or, as a friend pointed out, it might have inspired the NES Roger Rabbit game. (Hey, why not both?) Two games in Capcom’s set I could unambiguously say I enjoyed: Side Arms and 1943 Kai. Out of seventeen games. The rest are either broken, boring, or so underwhelming that my saying “it’s alright” would immediately be followed with a yawn.

Speed Rumbler also suffers from extreme difficulty. It makes me wonder if the “easy” options are purely decorative.

With SNK 40th Anniversary, nothing blew my mind. Both the games that had the highest potential to do so (Crystalis and SAR) have something so wrong with them that it mutes my enthusiasm for further playtime with them. Crystalis controls too loosely and the primary weapon feels weak and unsatisfying to stab stuff with. SAR simply plays too slow and lacks enough wacky weapons to make it truly the spectacle I suspect it was trying to be. The best game with the fewest problems, Prehistoric Isle, is really just another fucking shmup that happens to have an interesting theme and little more going for it. To be clear: these are good games. But, the rest of the set can say what Capcom can’t: the games are playable and never feel demoralizing. Maybe I was underwhelmed with Ikari Warriors 2, but it hardly sucks. Bermuda Triangle isn’t mind-blowing, but it wasn’t worthless either. The two best games in Capcom are probably better than anything in SNK’s set, but SNK has more stuff worth looking at. Gameplay is king, and you just plain get more with SNK.
Edge: SNK 40th Anniversary Collection

WINNER
SNK 40TH ANNIVERSARY COLLECTION

And that makes me happy for one primary reason: Capcom’s set feels like a cynical cash-grab. I’m surprised the emulator isn’t constantly shitting the bed with it. It’s that half-assed and that rushed. It’s such a lazy, uninspired set of games. If they were excluded from a real Capcom’s greatest hits set, I don’t think anyone would actually miss 80% of them. The irony is that SNK’s games all felt about as original as an Asylum film, but there’s nothing about SNK 40th Anniversary Collection that feels soulless or like a cash grab. It’s a labor of love. I can’t imagine this particular collection of games would sell a lot. I’ve even seen people who came close to buying it only to change their minds when they found out Neo Geo era games weren’t along for the ride. Given that none of these games, even Crystalis, are exactly legends, it wouldn’t be reasonable to think a compilation like this would ever grace a top-sellers chart. This seems like a bad investment for SNK to make. And yet, it exists, and it’s actually really beautiful. SNK 40th Anniversary Collection was made as a way for SNK to tell their fans “you know what? We always did appreciate your support.” When do you ever seen that from a major game company anymore? I didn’t even like most of the games in it, but I’d recommend it in a heartbeat to anyone who wants to take a stroll down memory lane with someone who deserves to take that journey with you. And from what I’ve seen here, SNK absolutely should be that company.

Axiom Verge

Well, that didn’t take long. It was only 68 days ago that Shovel Knight dethroned Journey for the #1 spot on the Indie Gamer Chick Leaderboard. Journey had sat as king of the throne for 1,048 days. And there’s MANY more amazing looking indies coming in 2015. I tell you, we’re in the Golden Age of Indie Gaming, and ain’t it sweet?

Axiom Verge certainly had an advantage over Shovel Knight. Metroidvanias are my favorite gaming genre. They factored hugely into my gaming upbringing. Meanwhile, I can probably count the number of times I’ve even held an NES controller on one hand, and I certainly didn’t grow up playing Capcom’s NES library. So maybe it was fate that finally a Metroidvania would take the crown here at IGC. Then again, I think it speaks volumes about its quality that I was (and still am) gaga over Shovel Knight despite having no heart warming childhood stories about the time I ran through Duck Tales in a single life or the hours I spent designing fantasy Mega Man bosses. Shovel Knight holds a special place in my heart, and it does so simply by being an incredible game.

But, Axiom Verge has beaten it. And handily at that. It is the best independent video game I’ve ever played.

I've seen a lot of tributes to the Kraid fight in Super Metroid. This one outshines the rest.

I’ve seen a lot of tributes to the Kraid fight in Super Metroid. This one outshines the rest.

Think of Axiom Verge as the evolutionary Metroid. The same basic concept and play mechanics are present. The same enemy placement sensibility, where each corridor has the same enemies that you encounter one after the other. It’s so close that if you re-skinned the lead character Trace with Samus Aran sprites, put bubbles around each door, and replaced a drone you acquire a couple of hours into the game with the Morphing Ball, you would swear this really was a Metroid game. It’s that seamless.

Really, I can think of nothing else that speaks as great a volume as that when it comes to praising Axiom Verge: that you could believe this was an authentic Metroid game, made by a team of veteran designers working for gaming’s most prestigious house. But it wasn’t. One guy made this. And it’s better than any adventure the house of Mario has given their super heroine. Whoa!

Sacrilege, you scream. Look, we (or at least, people with similar taste to me) whine about how Nintendo turns out samey games. Every Zelda has the hookshot, the master sword, a boomerang, etc. Every Metroid has the Morphing Ball, the Grappling Beam, the Wave Beam, etc. Nintendo can get away with this because we keep eating it up year after year. I’m guilty of it too. Now here comes along a game that could be a Metroid, but it does things different. No Morphing Ball, the Bionic Commando grappling hook instead of the Grappling Beam (you can grab pretty much any platform instead of designated grappling sections once you acquire it), no bubble doors, new gun concepts, new enemies, a deeper story, but the same core gameplay. This is exactly what we’ve been asking for. For years. It’s the twist in the formula we’ve all been hoping for. The logical evolution of the Metroid mechanics.

The platform Trace is standing on here is practical invisible. The game has since been patched to make it and others like it stick out more, but there's still some minor visibility issues in Axiom Verge.

The platform Trace is standing on here is practically invisible. The game has since been patched to make it and others like it stick out more, but there’s still some minor visibility issues in Axiom Verge.

And then comes the Glitch Gun. It’s not really called that. It has some stupid name like data disruptor. Just call it the Glitch Gun, everyone else does. Probably inspired by the types of graphic abnormalities that happen when you haven’t sufficiently blown on your NES cartridges enough, it’s sort of a more proactive version of Samus’s visor from Metroid Prime. When you shoot most enemies with it, you “hack” them, making them glitch out. This might make them simpler to slay, or it might make them useful, even able to open up hidden rooms. The gun will also interact with the environment, creating or destroying blocks, opening up new pathways, or unveiling secrets. It’s very clever and mostly well done. However, later in the game, once the gun is upgraded, I struggled somewhat in consistently clearing out the most advanced glitch blocks, often phasing some in while making others phase out. It’s a small niggling complaint, but it almost always happened when I was trying to clear the blocks out. Beyond that, the biggest mistake I think the developer made with the Glitch Gun was not giving it to players right out of the starting gate. It’s what sets Axiom Verge apart from its heritage more than any other play mechanic. You want to flaunt that stuff right off the bat. If someone has a flying car, I don’t want him to show it off to me by taking me on a trip down the Pacific Coast Highway. Even if it’s a nice ride, I want to see the car fly! And I want to see the Glitch Gun in Axiom Verge right from the start.

Actually, since I’m complaining about things right now, I should point out that I don’t love the graphics. The world Tom Happ has created for Axiom Verge hits similar notes to other games in this genre, but it lacks liveliness and color. The story explains it to some degree (my insane fan theory: Murky and Lurky are behind this), but the starkness of the color is kind of exhausting. And it occasionally gets in the way. It’s often hard to distinguish between the foreground and background. The problem is Axiom Verge is too married to the limited color palette of the 8 bit era. Although I’m quite fond of neo-retro games, I think developers should remember that you shouldn’t handicap your own game in the process of paying homage. Cheat the rules occasionally. Use shading and color techniques not available on classic  platforms, but do so in a clever way so that people don’t notice. Axiom Verge looks very convincing as a classic game, but that often works against it more than it helps it.

The controls are smooth. If there’s a problem with them, it’s that there’s just so much shit to do. By the end of the game you’ll be using pretty much every button on the controller, and unless you’re one of those freaks that can rub their head and pat their belly at will, you’re bound to slip up. I also felt the lack of ability to shoot at a downward diagonal angle while moving made the search for hidden rooms a bit more tedious than it had to be. I had to stop and shoot straight down, move a couple of spots forward and do it again while on the hunt for hidden stuff. It took me twenty-six hours to finish Axiom Verge, and you could probably shave at least an hour of that off just by giving me the ability to fire downward while running. Oh, and the dead zone for the right stick is too small. Combine that with my tiny hands and I kept accidentally bumping it, interrupting the game to select a new weapon. The dead zone should just stop short of maximum range, since it’s unlikely anyone is going to just nudge the stick to pause the game and choose a different gun. Then again, that might have been my fault. I have extraordinarily clumsy hands. Really clumsy. Dangerously clumsy. The last guy I gave a hand job to now goes by the name Sally.

Exploration and meaningful backtracking are the backbone of Metroidvanias. Something I’ve noticed about indies is they often just don’t fucking GET IT with that. Yea, you force players to go backwards, but when you do, you have to make it interesting by including hidden goodies along the way that were previously out of reach with the weapons and items you had access to the first time you were in that area. Huge props to Tom Happ for grasping this. There is so much hidden crap in Axiom Verge that I don’t think I went ten minutes between any pick-up. Even when I would occasionally get lost trying to figure out where the next event would take place at (some kind of Metroid Primeish GO HERE beeping spot on the map would have helped), I was stumbling upon so many goodies that I never got annoyed with it. By time I knew the game was getting ready to wrap up, I decided to take a stroll through all the previous stages just to see what I missed. Shockingly, it was a lot. Even in places where I was certain I had gotten everything, I was wrong. And I didn’t even get a 100% item pick-up, despite having 96% of the map explored. Holy fuck. As much as I’m grateful, I have to wonder if Tom has some kind of mental disorder that led to this. Dude is like a demented Easter Bunny.

I grew to love its story. The plot is problematic for some, because it fails to grab you immediately. This happened to me too. For the first several hours, when friends asked me about it, I said “you’ll want to buy this for the gameplay.” But once the story gets rolling, I actually did care. Quite a bit. I just don’t think the game handled the delivery of the story well. Part of that comes down to the lack of voice acting, because, once again, the game is married to being old school. Oh woe be it, if only we had access to the types of space-age technology that would allow voice acting in video games. Oh wait.

Notroid.

I called this the Ghostbuster gun. You’ll see why.

But, I did grow fond of lead character Trace, and skeptical of whether or not the mysterious giant mecha baby heads that drive the plot were friend or foe. I just wish it had been told better. Having said that, there’s a couple “okay, that was cool” story moments that are integrated into the gameplay that were very risky to include from a creative standpoint. They worked, grabbing my attention and leaving every gameplay moment that followed feeling like the stakes were higher, with tension added that was totally authentic. Axiom Verge might have one of the most interesting sci-fi gaming storylines I’ve ever seen. Saying it gets off to a slow start is an understatement, and I’m guessing many players will be so underwhelmed by it that they’ll blow off the remaining dialog, but they’re missing out.

I loved Axiom Verge. I can’t believe how much I loved it. I never expected to walk away from it having enjoyed it more than any of Nintendo’s entries in the Metroid series. Axiom Verge isn’t a Metroid game. It’s a tribute to Metroid. My expectations were set to “respectable tribute.” Not “better than the originals”. But it is. And yeah, I’m a whippersnapper who was in my twenties when I played Super Metroid for the first time, so I’m not nostalgic for those SNES and GBA classics. You know what? I think even those who would burn me at the stake for saying Axiom Verge is better than Super Metroid (and it is) would have to at least stop and think about whether I’m right or not. It’s that good. It’s for real. It’s the best indie of all-time, at least in this Chick’s book.

Special Note: I am friends with Axiom Verge producer Dan Adelman, whom I previously interviewed on this blog. My friendships with game developers do not and will never influence my opinions on their games. My friends are my friends because I give them my unfiltered, often blunt opinions on their games. Ask my friend Marc. They expect nothing less from me. As for me, I would never be friends with anyone whose friendship is conditional, based on me liking their stuff. That’s not the way real friends treat each other. But my readers deserve to know who I’m friends with, so I’m letting them know.

Axiom Verge logoAxiom Verge was developed by Thomas Happ
Point of Sale: PlayStation 4, Steam

igc_approved1$17.99 (normally priced $19.99) has a father who screamed at her for including the hand job joke in the making of this review.

Axiom Verge is Chick-Approved and Ranked on the Indie Gamer Chick Leaderboard

A review copy of Axiom Verge was provided to Indie Gamer Chick prior to the game’s release on March 31. Indie Gamer Chick has since purchased a copy. All games reviewed by Cathy are paid for by her with her own money. For more on this policy, check out the FAQ.

It’s the Age Thing

Some people chalk up my site’s growth to what is called “The Girl Thing.”  I don’t agree with that, because I don’t really play the gender card too often.  And when I do, it’s usually self-deprecating and done for laughs.  I’ve had a couple of people tell me my site’s name is cringe-worthy, or “atrocious” as one fan described it.  Yikes.  Look, it’s really simple.  We came up with a list of names, and Indie Gamer Chick seemed like the most memorable.  That’s all.  It was almost Indie Game Stuff.  That would have sucked.  So would have Random Game Crap.  Indie Gamer Chick was catchy.  That’s why we chose it.

I’ll admit, people might be more likely to give my writing a look over because of The Girl Thing.  But landing a long-term reader requires more than that.  It takes a unique point of view, and I’m not really interested in looking at gaming from the point of view of a female.  But gaming from the point of view of someone from my generation?  Now that is something I want to communicate.  I turned 23-years-old today.  On average, that’s eight to ten years younger than my typical reader.  That doesn’t sound big, but in terms of how far games had progressed from their childhoods to mine, it’s humongous.  My average reader grew up in the era of Atari or the NES.  I grew up with PlayStation, Nintendo 64, and Sega Dreamcast.  While your teen years were spent with Sega Genesis or Super Nintendo, I spent my teens on PlayStation 2, GameCube, and Xbox.  Needless to say, I think that gives me a different perspective.

Memory is a funny thing. I honestly don’t remember my childhood looking this bland.

My older readers had it easier than me, because gaming evolved with them.  They were there as games transitioned from large sprites to complex open 3D worlds.  On the other hand, I have to look back on gaming’s history without the benefit of nostalgia.  Thankfully I did have a Game Boy Advance, and as everyone knows, 90% of the really good games on there were just ports of SNES games.  So I don’t go into shock every time I play something from gaming’s past.  In fact, I’m quite fond of several Golden Age coin-ops.  But, I do have to admit that I can be mortified by some of the games you guys consider classics.  I also can’t put myself in your shoes and try to picture a game like, say, Manic Miner, at a time when it was considered good.

People get weirdly over-protective about nostalgia.  Some people have told me that when they have kids, they won’t be allowed to play modern stuff until they learn to have an appreciation of their classic games.  Scary.  Do you know what a normal person would call that?  Brainwashing.  And the whole concept is fucking absurd as hell.  It would be like saying your kid can’t watch 30 Rock until he sits through the entire series of Mork & Mindy whether he likes it or not, but he damn well better like it.  What that attitude does is turn gaming from a pastime into a cult.  If the child catches a whiff of what modern games are like from one of his friends (assuming he has any friends left after his father is done fucking him up), he’s not going to have an appreciation for his daddy’s era of games.  He’s going to think his dad is off his fucking nut.  Every form of entertainment his father pitches to him from that point forward will carry the taint of that time daddy sat him down and forced him to play Golden Axe.

The thing about nostalgia is it’s always in the eye of the beholder.  The childhood favorites I have played as an adult, even HD ports of them, haven’t aged well.  Xbox Live Arcade has brought me re-releases of Banjo-Kazooie and Perfect Dark.  These were two of the defining games of my childhood, and yet after an hour spent with each of them today, I would rather be dead.  Games have come so far, and I can’t pretend they haven’t for the sake of feeling like a child again.  I don’t even like Modern Warfare 3, but I would rather play that today over Perfect Dark, which was probably the definitive game of my childhood.  Despite that, saying that I have no interest in playing it anymore in no way tarnishes my memories of Perfect Dark.

Portal 2 is amazing to you and I, but our children could very well prefer cutting their own fingers off to playing it. Only time will tell.

Which is not to say nostalgia is wrong.  You should feel proud of your gaming heritage, and there is nothing wrong with replaying your childhood favorites and not cringing at them like I have mine.  Perhaps your classics have aged better than mine.  What I’m saying is don’t try to convince people of my generation that those games are relevant to us.  They’re not.  Most of the games that were legendary at the time of your childhood are probably going to be torture to people my age.  Very few games are truly capable of withstanding the test of time and becoming masterpieces.  And really, shouldn’t it be that way?  There’s no 30-something trying to convince me of the greatness of Pauly Shore’s filmography, yet plenty are trying to tell me that I have it all wrong about Manic Miner.  Here’s the thing though: Pauly Shore was HUGE for a time, a tremendous box-office draw.  Nobody would dare call In The Army Now or Bio Dome timeless masterpieces.  That would be silly.

Yet, every rinky-dinky game from the 80s that wasn’t a total abomination is somehow just as good today as it was when you were a kid.  And it might be, but for you.  For me?  Not so much.  I think the original Legend of Zelda is lame.  I can’t honestly believe anyone would still want to play that over almost any triple-A game released over the last five years.  I certainly can’t believe anyone would say it’s still the best Zelda ever!  To me, guys who say that sound like fucking raving lunatics.  Then again, when I say I don’t think it’s any good, people say I’m the raving lunatic.  Which side is right?  Both.  Or neither.  I guess.

On the other hand, I think Link to the Past holds up almost flawlessly, and that’s a game that I didn’t play until it had been out for over a decade.  I think it’s fitting that the first game in the series doesn’t hold up as well.  It demonstrates progress.  Why do we have to pretend that people my age will find the original Metroid good?  Super Metroid is right there, and there is a chance they will find that good, on account of it actually holding up.  Don’t get me wrong, a game doesn’t have to be an absolutely flawless diamond to still be good today.  I played the Adventures of Lolo since starting this site, and I thought it was perfectly swell.  Is it an all-time classic?  No.  And neither was Boulder Dash, a game I tried after reviewing an XBLIG clone of it, just to see if I was missing some perspective.  I wasn’t.  Judging a game’s merits by today’s standards in no way takes away from its accomplishments at the time it came out.  Would anyone want to play Space Invaders today?  Of course not, unless you’re really desperate to be bored.  Does that take away from what it has meant to gaming history?  No way.  Would I like to play Pac-Man today?  No.  Would I like to play Pac-Man Championship Edition DX?  Fuck yea.  Does that mean Pac-Man Championship Edition is more important to the history of gaming than the original?  Of course not.  Having an appreciation of history and wanting to experience history are two very different things.  I don’t need to infect myself with the black plaque to grasp how bad things were in 14th century Europe.

I’m not a big fan of Frogger, but I really want to try Frogger: Hyper Arcade Edition. By the way, it is my birthday, Konami. Hint, hint.

It’s this perspective that makes me unique.  Gamers of past generations need people my age to tell them where gaming is now.  Just like my generation needs yours to give us a sense of where gaming has come from.  Somewhere between the two, we might get a sense of where gaming is going.  Here’s a preview: your kids are going to be even more mortified by your stuff than I was.  And their kids?  They’ll end up passing laws saying that anyone with a Pac-Man tattoo or a Donkey Kong cabinet in their garage just opted out of Social Security.  It will make you long for the days when that miserable Indie Gamer Chick was simply saying “you know, I do believe The Simpsons Arcade Game was kind of shit.”

Manic Miner 360

Let’s travel back to 1983.  It was a dark time in the world.  A time when people lived in fear of communism, nuclear annihilation, and Walter Mondale.  A time when kids had to play their Ataris in three feet of snow, and do their math homework using solar-powered calculators like savages instead of their cell phones.  A time when the most high-tech consoles had “vision” in them instead of “box” or “station.”  A time when “playing with your Wii” sounded like a shameful act, as opposed to today where.. nevermind.  Most importantly to me, it was a time where I wasn’t born yet.  Thus, I’m not particularly nostalgic for what the early 80s had to offer.

Party like it’s 1983! Let’s all freebase cocaine and watch Knight Rider!

So Manic Miner 360, an XBLIG port of a 1983 ZX Spectrum game, isn’t something that would make me get all warm and gushy.  My reader base might feel otherwise.  Oddly enough, the average reader of Indie Gamer Chick tends to be about ten years older than I am.  In a way, I’m tickled pink over that.  I mean, it’s pretty cool that so many older people are interested in what I, some snooty little shit who wasn’t weened on Space Invaders and text-based RPGs, thinks about gaming.  On the other hand, it can be a bit of a curse at times, especially when it comes to nostalgic releases like this.  When I started to complain about the flaky controls and unforgiving design, I was immediately hit with several “it was good back in the day” tweets.  Somehow, I’m guessing a response of “this isn’t back in the day!  It’s today!” won’t be a sufficient explanation for why I’m not having fun.

I guess there’s no point in debating whether people who liked this game thirty years ago will still enjoy it today.  They obviously do.  I do question whether they really enjoy it on the same level they did as kids.  You mean to tell me that all the evolution gaming has gone through in 30 years doesn’t change your perception of Manic Miner?  Look, I can’t see things your way on this.  Without the perspective of nostalgia, I kind of have to take games like this on face value.  It controls like shit.  Movement and jumping are very stiff.  The levels are frustrating.  The game centers around “gotcha” game design, where you can’t possibly know about a hidden trap until it activates.  Manic Miner isn’t really a platformer or a punisher.  It’s a trial-and-error memory test.  Each level typically has one specific path that you have to follow, and enemies have predictable patterns that you have to memorize.  Once you have that shit down, it’s just a matter of keeping it all together and fighting with the abysmal controls.  Some people liked it.  A few people told me they knew of people who could beat it without the infinite lives cheat (which is thankfully built-in and optional).  Yea, that is impressive.  So is being able to fart the Star-Spangled Banner on command, but I don’t want to take the time to learn how to do it.

Mind you, I’m told this is a truly faithful port, so if you loved the broken controls and restrictive design thirty years ago, nothing has changed here.  Same graphics, same sound effects, same clunky jumping, same dick-moves.  For some people, that’s all they want.  This is a game made for them.  Can a new audience from my generation get behind this game?  Some weirdos might, in the same way there are people my age that have Pac-Man tattoos and dress like Don Johnson.  I’m not saying everything from the 80s was terrible.  I can’t think of anything that wasn’t off the top of my head, but I’m sure there’s something from that decade didn’t suck.

After beating a level that featured things that were certainly not Pac-Man, I entered a stage that featured something that was definitely not Donkey Kong.

I know it’s aggravating for older people to have to listen to people my age say intolerant, obviously erroneous statements like “everything from the 80s sucked.”  The 80s probably didn’t suck any more or less than the 90s or whatever the fuck the last decade was called.  Did anyone ever come to a consensus on the name for the last decade?  If not, may I suggest the Goobers.  No reason why, I just think that would be funny.  My point is, nostalgia is whatever you make of it.  Like any form of entertainment, one Indie Gamer Chick’s trash is another geriatric’s treasure.  Maybe people my age need re-releases like Manic Miner to show us whippersnappers just how lucky we are.  Lucky that we didn’t grow up in an era where games had bad control inputs, shoddy design level design, load times of six minutes, install times upwards of hours and, uh, nevermind.

Manic Miner 360 was developed by Elite Systems

240 Microsoft Points should have probably been 80 Microsoft Points instead in the making of this review.