A new edition of Retro Corner is up as we take look at Genesis port of Ghouls N Ghosts. Porting from any studio has been a practice trade since the early 80s from most publishers. Just like it is today with publishers bringing PC games to the consoles, back then it was Arcades to home systems. During the Golden Age, consoles were trying to emulate the Arcades in many areas. Most of the time the 16-bit systems got used for such things as companies like Sega, Capcom, Konami and Acclaim usually ported them over. For the Genesis, that was their marketing during the first two years and it revolved around bringing the arcade experience home. That was before Sonic became their main marketing icon but even after that Sega didn't stop bringing this experience to the Genesis. That's how gamers got Mortal Kombat, Street Fighter II and Streets of Rage on their system.
For the review, the game is a port of the Arcade title that got released in 1989 during the Genesis' launch window. The first year of a console cycle never sees that many key titles for its lineup for obvious reasons. For the Genesis, that's actually true as it weren't be until 1991 when Sega starting getting notable games. However, Sega sold the Genesis on being a console that had Arcade quality titles available in the system's library. GNG got featured in these ads and Sega had a side by side comparison for each game they listed. Unlike the 8-bit systems, the 16-bit consoles enable developers to almost retain what the Arcades had. Despite the consoles' limitations, these studios managed to bring a near identical gaming experience as seen from GNG. Of course, more arcade porting would follow on to the Genesis years after Sonic debuted as their mascot. Ghouls N Ghosts (Sega Genesis) Review
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A new edition of Retro Corner is up, and we check out Mega Man VII on the Super NES. It’s been a few weeks since Mega Man 11 saw a release on the streaming services and consoles. For once Capcom showed how to do the Blue Bomber justice after the fallout of Might No.9. They even incorporated new mechanics that never appeared in any series of Mega Man. That’s what I always loved about these retro style Indy titles and its how they try to improve these original formulas. Instead of staying true to the genres roots and making the exact style with the same mistakes, these developers try to fix any issues. Even though MM11 is using 3D graphics and got developed by Capcom, it still falls into Indy category. Regardless, I’m really enjoying the retro style Indy games of all kinds we’ve gotten over the years. I mean after getting so many classics like Shovel Knight, Shantae, Double Dragon IV, and many others makes me happy its not stopping.
For MMVII, the game stayed true to the roots of the original formula instead of going a different direction. It’s surprising they didn’t despite developing MMVII while producing MMX2 and X3 at the same time. I can see why they didn’t incorporate all the ideas from the X series. I mean weren't it defeat the purpose of calling it the Classic series? That’s not to say MMVII didn’t receive any updated features in this entry. As always, the graphics would see a massive boost in detail thanks to the 16-bit power from the Super NES. By 1995, we have already seen how broad the graphics could get for 2D games even with Super FX Chip. However, despite the capabilities of Super FX Chip, MMVII doesn’t use any of it. That doesn’t mean this entry needs it to still produce great visuals and sound considering the console’s heavy hitters. Mega Man VII (Super NES) Review A new edition of Retro Corner is up as I have another old review just for the Halloween season. A year ago, I reviewed the Splatterhouse series which is a trilogy of horror themed Brawlers. Yes, you heard the correctly, there was a series based on horror that was a Brawler. The Arcades and the consoles were always known for Streets of Rage, Final Fight and Double Dragon during the late 80s and early 90s. However, this trilogy is really considered a niche and wasn't known in this genre for obvious reasons. The first game saw a release in the Arcades in 1989 and presumably was the first gory title to appear on the market. The reason many parents didn’t complain about this like they did with Mortal Kombat is because it went under the radar. Also, the Arcades during the 80s was the wild west as games like this one would usually appear. With no standards or a rating system to go by, you can see why Namco made it for the Arcades. Check my Splatterhouse and Splatterhouse 2 reviews to get an idea of what to expect from the third game.
The theme for third game involves Rick and his wife Jennifer and son David moving into a new house. It’s been years since both Rick and Jennifer experienced the horrors from the Terror Mask and the mansion. However, an entity known as the Evil One is after David and his physic powers are needed for a darker purpose. The Terror Mask appears to Rich once again, but this time when his family is in danger and beckons him to put on the mask. Rick sets out through the large mansion to save his family and fight the hordes of demons to get his hands on the Evil One. Unlike the previous titles, the gameplay saw some changes as no longer was Namco using Vigilante's mechanics and level design anymore. Instead, Namco would use the gameplay from Brawlers like Streets of Rage with a dungeon crawling design. Splatterhouse 3 (Sega Genesis) A new edition of Retro Corner is up as I have another old review from the Ghosts N Goblins series. The third title called Super Ghouls N Ghosts is a sequel to the Arcade game and saw a release on the Super NES in 1991. That year was the launch window of the Super NES and SGNG along with the port of Final Fight was the lineup for Capcom. It wasn’t surprising for them to move SGNG to the consoles as they ultimately did the same for Final Fight. During that time, Capcom was still among the king of developers for the Arcade as in the same year Street Fighter II came out. By 1991, slowly Capcom started switching their support to consoles and it’s a trend they did throughout the 90s.
For this edition, SGNG still contain its arcade gameplay just as predecessors had before. However, one thing Capcom has always been good at is tweaking the original formula of any series they create. We already see them do this with Mega Man and Street Fighter II probably their biggest IPs at the time. Of course, Ghosts N Goblins is no exception either and since the second game they always made sure to tweak the experience. In the previous game they added magic armor, eight directional shooting, the sword for close rang and no cheap level design. We should expect SGNG to follow the same trend as GNG did in the 80s and move the series forward. The theme is about Author coming back four years later after events of the last game to spend time with Princess Prin Prin. However, a new evil has taken over the Ghoul Realm and now Sardius has kidnapped the princess. Now, Author must set out again to rescue her and stop the Ghoul Realm from invading the living world. Super Ghouls N Ghosts (Super NES) Review A new edition of Retro Corner is up as I have an old review to show you from an infamous series. We are in the Halloween season, and I can’t think of a better game series for it then from Ghosts N Goblins. You may find this surprising, but GNG is one of my favorite niche series of gaming. That’s right kiddies; I’m that hardcore and this isn’t even the hardest series to play through. You think this is extremely challenging? Go pick up Batman NES (which is NES hard) and you will be back playing GNG and Ninja Gaiden again. What I love about GNG is the theme of playing as a knight named Author who is often tasked with saving the world from the Ghoul Realm. As you guessed, there is a princess involved as well that needs saving in classic gaming 101 fashion. I also love the challenges that comes with each game Capcom develops. It saddens me that Ultimate Ghosts N Goblins for the PSP was the last one made as Capcom seems more concerned with the Blue Bomber. For this edition, I will show an old review I did two-year ago when the site was in its first year. The game is the second in the series called Ghouls N Ghosts as it got released in 1988 for the Arcades. The sequel used the CPS-1 system which helped develop 16-bit games for this arcade cabinet. The theme is about Author coming back to the main land after three years when he saved the kingdom and its princess. Upon his return, demons start attacking the castle town as he finds out a dark being called Lucifer has taken the land. He brought the Ghoul Realm to the living world, taken the souls of humans and kidnapped the princess’ souls too. Author sets out across the kingdom to stop Lucifer’s forces and save the people and their princess from his evil. Ghouls N Ghosts would also receive many updates to its gameplay and graphics that goes far beyond the original. Ghouls N Ghosts (Arcade) Review |
Welcome to Retro CornerIn this section I review retro gaming hence my name and talk about what made the Golden Age so amazing. From the 8-bit era of the NES to the first 3D generation of PC and N64, no classic title will get overlooked. Archives
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