A new edition of Modern Gaming is up, and we take a look at the impressive Game Boy Advance port of the Original Doom. As you know this is literally the fifth time, I am talking about the first Doom. The thing is I really enjoy making comparisons between many versions and ports that came out over the years. It isn’t only the graphical and presentation differences, but the overall idea such a game can work on almost any platform. The 16-bit ports ran at a handful of framerates, and it's astounding most of these were able to work on limited tech. Of course, then we have the 3D consoles’ editions that showed a vastly different take from the PS1/Saturn games. How many series can tout having different ambiences with one being action, and the other horror? The only series that can also tout that is Resident Evil which does the same thing.
That brings us to the GBA version that was released in 2001; during the year this portable launched. A studio called David Palmer Productions—literally a bland name for a company—handled the ports productions. Here’s an odd story, and it turns out the studio designed an engine from the ground up to work with the handheld. However, for some strange reason Id wanted them to use the source code from the Atari Jaguar version. I am assuming this has something to do with the maps in that source being simplified. Id was probably concerned with the performance of their games on a limited system. Yes, they could have used the Super NES source, but then they are stuck working its problems. That leaves the Atari Jaguar as the base since its simplified levels would work for a handheld FPS. So does the GBA port hold up to previous editions like on PS1? Doom (GBA) Review
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A new edition of Retro Corner Reviews is up and this time we look at another obscure RPG from Sega for the Genesis. It’s no secret how much influence Nintendo had on the genre from most third parties. History shows how cutthroat Nintendo use to act towards the third parties and their competition. They even had these publishers limited to releasing five games a year per platform. As stated, many times, this forced Sega to come up with homegrown RPG titles as seen from Phantasy Star. The early years for the Genesis regarding this genre was a massive struggle as it was before Sonic hit the scene. By 1990 Phantasy Star II was the only true release to offer a proper RPG found only on the NES at the time. They would have to wait until the mid-90s to start seeing a wave of RPGs hit their platform thanks to the Sega CD add on.
The game we are covering is Fatal Labyrinth which is considered Sega’s one off titles. In fact, this is a Gauntlet style game that has an overhead view while adventuring through a dark castle’s floors. The theme is about a dragon’s legion has stolen the Goblet of Light from a nearby village. The Dragon’s minions took the goblet to the beast’s dwelling of a massive labyrinth structure that takes the form of a castle. Now, the villagers task a warrior without a name to retrieve the Goblet of Light. He must prevent the beast from rising up and plunging the world into eternal darkness. Not as elaborate as PHII since it has a similar simple theme to Sword of Vermilion. Did Fatal Labyrinth age to the point of no return? Fatal Labyrinth (Sega Genesis) Review A new edition of Modern Gaming is up as we tackle the Quality of Life port of the original Doom for the Nintendo Switch. If you read my previous reviews on the grandfather of FPSs, you then ask why I am going over this a fourth time. That is how much of a classic the first Doom is as well as its 90s sequels. As you have noticed over the years, re-releases of retro and older, modern games have been more common. These come in the form of Quality of Life ports where extra stuff and cleaned up visuals is added. Ever since 2019, the Nintendo Switch has officially been Doomed by the series as Bethesda has made the entire catalog available. These include all the 90s titles and Doom 3 that was originally released in 2004, on PC and later on Xbox in 2005. Doom (1993) is among these to come out and for years was always priced at five dollars. The studio behind this port was Nerve Software who also worked on bringing over Doom II and Duke Nukem 3D: 20th Anniversary World Tour. However, unlike The Ultimate Doom, this port was giving extra features such as campaign co-op in multiplayer. A new feature called the Add-On Installer was also designed into the port, and it lets you download new WADs. I am surprised something like this wasn’t considered for years when it comes to these re-releases. When looking at companies like Nintendo who constantly resells their legacy catalog many times, we can’t help but question them. Just take Super Mario 3D All Stars, I mean what was stopping them from re-skinning Mario 64 with the 1996 cover art style. Bethesda might have gone the Square Enix route but at least Nerve Software gives you a reason to rebuy an older title. Doom (1993) (Switch) Review |
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