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Posts By Jamie Alston

Backloggers Anonymous Final Fantasy X Part 2

Riiiiiiiiiiiiiiiide ze Shoopuf ?

This time on Backloggers: Julian knows everything about this game, Jamie is fed up with Blitzball (Julian too I guess), and  Angelo can't remember any character's name! Bad voice acting is good! Chirpy young characters aren't obnoxious! FF XIII might not be as bad as I thought! (OK, wait, yes it is, anyway) CHAOS! CHAOS!

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Backloggers Anonymous Final Fantasy X Part 1

Super reductive description of this game: bros, babes, Bermuda shorts.

It's time for another three parter here at Backloggers Anonymous! Angelo is joined by Jaime and Julian to talk about a pretty big game that two thirds of the cast have never played: Final Fantasy X. Now, after a three hour FF episode of Nerds Without Pants you might think that Julian doesn't have much more to say about fantasies that are final, but you would be wrong. Seriously, we can't get this guy to shut up!

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Wolf Fang Review

One of the less mediocre games to come from Data East.

A few months back, Monkey Paws Games began a 6-week campaign to bring several import games to the US.  Among them was Wolf Fang, released this past February on PSN.  Originally released by Data East in 1991 as the arcade sequel to Vapor Trail (Kugah in Japan), Wolf Fang is a game that heavily borrows from the many shoot ‘em ups that came before it.  If you’ve ever played a shooter that involved Vulcan spread shots, miniature helper drones, and anime-inspired character designs, then this game will be very familiar territory for you. On their own, the gameplay elements could be written off as merely generic. But together they form a surprisingly respectable game.

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Backloggers Anonymous Alundra Part 2

Respect and spoilers

You know who deserves respect? Anybody who finishes this game. Seriously. While we generally came away from Alundra with really positive feedback, some of those puzzles were either frustratingly difficult to the point of seeming almost unfair, or just trite and boring. Untangling word puzzles to talk to dead saints in a particular order isn't really anybody's idea of a good time, neither are some of those pillar-pushing puzzles. But hey, if you pulled it off and wanted to hear what we thought (or even if you gave up), click on the play button and find out.

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Backloggers Anonymous Alundra Part 1

What if Zelda could jump?

This time on Backloggers, I'm joined by two new guests, Chris and Jamie, to discuss our second retro game, the Playstation classic Alundra. On the block for discussion are some of the other games in the "Stalker" franchise (it's not what you think!) Working Designs legacy and our relative histories with their titles, and our familiarity with similar games, like the Zelda franchise.

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The Firemen 2: Pete and Danny Review

Only YOU can prevent mediocrity.

The only thing worse than knowing about an import game you’ll never get to play is receiving the inferior sequel that you do get to play. Such is the case with The Firemen 2: Pete & Danny. Originally released in Japan in 1995 on the PlayStation, the game was recently re-released as an import download on PSN, courtesy of MonkeyPaw Games. In a nutshell, the game is more or less an overhead shoot ‘em up that focuses on fighting fires instead blowing up aliens. It’s a novel idea to be sure, but one that wasn’t executed nearly as well as it was in the previous game on the Super Famicom (aka: Super Nintendo).

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Thunder Force II Review Rewind

Thunder rumbles on the Genesis.

If there was one thing that Techno Soft did very well in the 16-bit days, it was shoot ‘em ups.  It all started when they created Thunder Force in 1984. It was released on the NEC PC-8801 and several other Japanese home computers at the time, but never saw the light of day in the US.  The game featured an overhead free-roaming viewpoint and the goal was to destroy the enemy’s shield generators, using your main shot for air targets and the bomb shot for ground targets in each stage. While it’s tough to gauge the game’s popularity from back then, it apparently did well enough to warrant a sequel. Thunder Force II was released four years later for the Sega Genesis in 1989, making it the very first shoot ‘em up on the system.

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Personal Picks for GOTY 2013

Winners in our hearts.

Voting is a funny thing. It’s hard to argue with addition, but there are plenty of instances where some of the staff thought a title or two got overlooked. Even though our GOTY 2013 article used some inarguable mathematics to come to the PixlBit staff’s consensus opinion, some of us thought there were games that should have gotten a few more votes. To highlight some of the games that each of us took a particular shine to in 2013, we present our staff’s personal picks that didn’t make the cut. 

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Pilotwings Review Rewind

Get ready to earn your wings.

In the early ‘90s, a new video game console was only as strong as its launch titles.  When we look back at a console’s history and wonder what attracted us to it, often it’s those first games that we think of and say, "that’s why I fell in love with that system."  Nintendo understood this concept when they released the Super Nintendo. Included among a shortlist of launch games was the flight simulation, Pilotwings. Beginning as an early tech demo in 1988 to show off the Mode 7 graphical capabilities of the 16-bit system, Pilotwings was developed into a full-fledged game that allowed us to take to the skies in a way never before possible on a home console.

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R-Type Review Rewind

In space, no one can hear you flicker.

When R-Type showed up on the arcade scene in 1987, it was a force to be reckoned with. Thanks to its razor-sharp graphics and techno-organic alien atmosphere, the game quickly became considered to be one of the best shoot 'em ups (SHMUPs) of its time, rivaling the popularity of the Gradius series. With this arcade gem's success, it was only logical that it should be ported to every major home console, right? In theory, yes, but in reality, it saw a release on only two video game systems compared to being ported to at least eight personal computer systems at the time. Of the scarce home console releases, the Sega Master System saw a port of R-Type in 1988. Although faithful to the arcade version in terms of content, the game takes a nosedive when the action gets heavy.

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