Wednesday, August 27, 2025

Spyro 2: Ripto's Rage Review

 (Originally published to Glitchwave on 6/12/2025)
















[Image from glitchwave.com]


Spyro 2: Ripto's Rage

Developer: Insomniac

Publisher: SCEI

Genre(s): 3D Platformer

Platforms: PS1

Release Date: November 2, 1999


You know exactly what I’m going to say about Spyro 2: Ripto’s Rage even before my first sentence. Yes, indeed, it’s a sequel that expands the parameters that the primitive base of the first game laid out and practically perfects the formula with its enhancements. By now, I’m sick to death of this statement being the overarching summation for almost every second game in most series, but it’s especially applicable to Ripto’s Rage. The little, purple dragon that could was a charming protagonist in a whimsical world that evoked all of the textbook tropes associated with the fantasy mythos of the Western world, with a pinch of irreverence to appeal to a more jaded modern audience. There was nothing inherently wrong with Spyro’s concept, aesthetic, or mechanical properties, but the first entry in Insomniac’s 3D platformer series faltered entirely because of its direction. Spyro 1 was as short and effortless as walking to one’s mailbox, a byproduct of what I can assume to be a conscious effort from the developers to placate their exceedingly young demographic. If we take a glance at gaming from a historical lens, several titles that share a similar atmosphere of innocence to Spyro have a reputation for breaking the spirits of the impressionable youths that play them, still being captivated by every minute of adversity, all the while. Gaming is arguably the only medium where a product’s content and its accessibility are interchangeable, probably stemming from the early days when kids everywhere were allured by the digital glow of the arcades just to have the machines beat them senselessly for their quarters like a common, back-alley thug. Spyro didn’t need to brutalize the children of the late 1990s, new to the realm of 3D or anything too drastic, but the game diluted many of gaming’s hallmarks, such as layered level progression and boss fights, for the sake of unnecessarily assuaging their audience. I’m glad that the first Spyro’s shortcomings were as obvious to Insomniac, for the sequel here has rectified them a good bit as part of its cultivation process to become the exemplary Spyro title.

Spyro evidently did such an outstanding job saving the dragon elders in the first game that the unsuspecting, pint-sized powerhouse is now a freelance hero, liable to be hired to fix any dilemma that might befall the realm of the dragons and its immediate surroundings. Spyro and his glowing insect buddy Sparx clamor for a vacation, but as the common police officer adage goes, crime doesn’t take a vacation. Instead of frivolously soaking up the sun’s rays on the Dragon Shores, the portal transports them to the far-off fantasy land of Avalar, where its denizens are in dire need of a dragon’s vigor and destructive potency. Apparently, the portal used to summon Spyro accidentally warped a dwarvish, orange megalomaniac named Ripto into their tranquil realm, and now he’s imposing on his inadvertent invitation by progressively usurping their land and becoming its despotic ruler. Before Ripto has the chance to traipse through every official significant castle with the tapestry of his unsightly visage that indicates his control, Spyro must exterminate the invasive pest along with his monstrous, ogre-like bodyguards of Crush and Gulp. Immediately, Ripto is ten times the antagonist that Gnasty Gnorc was in the first game. By adding tension to the conflict, the growing influence of this malevolent, Napoleon-esque pipsqueak, the player feels better incentivized to light a self-inflicted fire under Spyro’s ass and save the hapless inhabitants of this realm that Ripto feels no scruples in subjugating. There are some genuine stakes to the story, while scrounging the land to free the elders from their encasements felt borderline janitorial in practice.

Much of the enhancements and overall broadening of the Spyro formula that Ripto’s Rage implements revolves around the attributes that Spyro interacts with, but there should be some mention of the marginal changes the developers put into our plucky, purple scamp. Spyro is pretty organically gifted as a platformer protagonist, with inexhaustible energy for head-butting and innate fire-breathing ability fulfilling the qualifications of offense against most, if not all, enemies. Still, a little more variation on what is already agreeably competent couldn’t hurt to re-engage returning players. Spyro’s glide move, which he can also execute gracefully on account of the scaly, majestic wings protruding from his sides, is now augmented with an upward boost that finishes his flight, perfect for ensuring better accuracy with landing on platforms found from a great distance. Since Spyro’s traversal through the air could only have been tinkered with ever-so-slightly from a practical standpoint, the developers found it crucial for the purple dragon to occupy a whole new sphere of character-specific spaces. After some heavy contention in the boardroom, the developers decided not to prolong Spyro’s aversion to water like a platformer protagonist stereotype and conveniently insert swimming into the list of Spyro’s dragon-centric abilities. Not only will Spyro be able to keep himself physically afloat by paddling himself on the water’s surface. Soon after discovering his new ability, he’ll even be able to dive beneath the surface and swim underwater, and I guess the lack of an air gauge to mind suggests that a set of gills is another component to a dragon’s biology. With the way that Spyro treads through the deep with agile elegance, it’s hard to believe that he was ever handicapped by large bodies of H2O. In addition, any underwater section in Ripto’s Rage is absolutely spellbinding, impressively setting the player in a radically different physical plane without the primitive 3D graphics compromising on the immersion. Spyro can also learn how to execute a downward dive on land, which weaponizes the force of his skull into a rock and crate-breaking slam. With all of these new skills Spyro learns throughout the duration of Ripto’s Rage, none of them seem to overstep his simplistic beauty as a platformer character. Each innovation feels like they were staircase thoughts the developers wanted to add to their protagonist initially, instead of shoehorning in attributes for the sake of sprucing up a sequel.

Another quality-of-life improvement on Spyro, or at least in my subjective opinion, is the tweaking of his voice. Carlos Alazraqui is a perfectly wonderful voice actor, but his line delivery for our underestimated hero gave us more reason to doubt his capabilities, and if he had underwear, wrap it over the top of a flagpole. Instead of asking Mr. Alazraqui to lessen the nasally cadence of Spyro’s voice, Insomniac decided to just axe him in favor of Tom Kenny, aka the voice of SpongeBob. Ironically, for someone whose most notable role is defined by a high-pitched, squeaky affectation, Tom Kenny sufficiently lowers Spyro’s voice to an adequate octave to make him less grating when he speaks. Or, perhaps the kinks in Spyro’s voice are less noticeable this time around because the dialogue in Ripto’s Rage is spoken to Spyro rather than the inverse. Not only are the various NPCs per level quite chatty with their requests, but the series has taken the Sonic the Hedgehog approach to broadening an IP by integrating a slew of secondary characters into the mix with Spyro and his mute dragonfly buddy Sparx. Once Spyro is transported to Avalar, he’s debriefed on the prevailing dilemma by the trio of recurring characters, who also aid him throughout his quest to quell Ripto. Elora the faun seems to introduce every significant progression point in the three different overworlds, helpfully updating Spyro on the mission at hand. “The Professor,” an elderly mole-like creature, is a man of science if his glasses and lab coat combination didn’t visually suggest it. Using his mechanical prowess, he’ll often provide access to certain levels in the overworld by activating their respective warp gates. Lastly, Hunter the Cheetah is the comic relief whom the other two constantly reprimand for his oafishness. The bipedal cat still possesses a spunky charisma, I guess. From what we know from the aforementioned series that infamously bloated itself with excess faces clogging the screen, adding all of these supporting characters spells imminent disaster for the Spyro series. For now, the Avalar faction is fine and dandy in adding some extra dynamics to the story with their varied personalities and ubiquitous yet subordinate roles. Their presence, however, will only be palatable if they are endemic to Avalar in this game alone or if the series persists with them and only them moving forward. The series is already treading on thin ice by augmenting the character roster, especially since they all have too much fur on their bodies for comfort, which is likely to attract the worst kinds of Sonic fans.

Oh, and we can’t forget about Moneybags, the aristocratic bear who aptly speaks in a posh accent to signify his opulent wealth and social status. Considering his debonair, exalted outfit and demeanor, matched with the assets around Avalar that he seemingly lets Spyro borrow for a fee of gems, one would think he’s the governing force of the land whose power and influence Ripto covets. He’s obviously a contemptible character by design, but I don’t think the hoity-toity bear is an unwelcome stain on Ripto’s Rage because he’s an integral aspect of adding depth to the overall Spyro experience. Because Moneybags is an impediment that blocks immediate progression with a sum of currency needed, it not only gives the gems more value; it also incentivizes the player to become better acquainted with the nooks and crannies of each level where gems might be found. In turn, the exploration process fixes the issue of the series levels feeling in one ear and out of the other.

I would say that the level designs in Ripto’s Rage are the focal point of the amplification initiative of Ripto’s Rage, but one wouldn’t know that at face value. The main objective for each of these levels persists as simply traveling to an arbitrary goal point, which grants Spyro another collectible and unlocks the exit warp gate to signify completion. Unlike the first game, where every level’s objective consistently applied to the overarching goal of finding the elders and freeing them, the level-ending conditions of the areas in Ripto’s Rage feature a myriad of situations. In “Aquaria Towers,” Spyro will resupply the seahorse society with water after a group of diving-suited hooligans has drained it. Similarly, in “Magma Cone,” Spyro must find a way to cease the eruption of a local volcano, which has been spurting molten lava since a band of mischievous Earthshapers unsealed its tip to inconvenience a tribe of fauns. Other level highlights include the Arab-esque “Shady Oasis” that sees Spyro accompanying a hippopotamus cub to a tall pillar while Spyro feeds him fruit that momentarily transforms the boy into a hulking beast that smashes through the gated barriers. The Eskimo NPCs of “Crystal Glacier” will also return the favor to Spyro when he thaws out their frozen captivity by helping him through level impediments. There is even some inner realm cohesion between “Zephyr” and “Breeze Harbor,” with both areas waging war with one another and Spyro acting as a double agent working for the benefit of both sides. Is Spyro intending for the conflict to result in a draw by doing this? “Metropolis” is the token futuristic level that is uncharacteristic for the series, but the ultra-advanced environment still doesn’t complicate the process of Spyro traveling from point A to B while platforming and scorching enemies with his fire breath along the way. Rescuing the Satyrs in “Fractured Hills” from their stony confinements is the task most reminiscent of the first game’s general mission, but the mythical, hedonistic goat hybrids will actually repay Spyro by blowing away chunks of an obscured fortress with the playing of bagpipes. I’m not sure if this scene is intended to display the underlying power of the instrument or if it’s a further comment on its shrillness. If delving into the levels of Ripto’s Rage feels like one of my patented highlight reels, it’s because I can’t describe all of them succinctly in one paragraph. Instead of increasing the breadth of Spyro’s levels, the developers decided to swell each realm with eight levels, subtracting the inordinate amount to four for the “Winter Tundra” realm. Sure, there were twenty total levels in the first game, but it highlights a persisting problem with Spyro’s progression direction. Even though the NPCs introducing the scenes and scenarios never repeat themselves, the fact that they all amount to the same brief, linear trek to an endpoint so many times still evokes the underwhelming terseness that plagued the first game.

However, the fleeting feeling that comes with completing a Spyro level only pertains to achieving the main collectible of the talismans, level-specific trinkets that signify a sign of bonding between Spyro and the folk of these levels that he aids. To implore the player to deviate from the fixed, narrow path of bare minimum victory, the developers have added orbs as the game’s “secondary collectible.” Upon exploring what lies beyond the beaten path to a talisman, Spyro will find new situations that are either entirely removed from the area’s central scenario or extend upon the overarching conflict. Solving said tangential situation will net Spyro an orb as a reward for his splendid deed, which can range from collecting gears on a trolley in “Breeze Harbor,” playing ice hockey in “Colossus,” saving a tribe of cavemen from being eaten whole by carnivorous raptor hatchlings, etc. Hunter is commonly involved in plenty of orb gathering opportunities, whether it be collaborating with the doofus by collecting monkeys in the arid land of “Scorch,” or competing against him in grabbing volcanic crystals that jet out of the ground in “Magma Cone.” I guess his role as a fieldman justifies his placement among Elora and The Professor, because he sure as shit doesn’t offer any tactical advice or medical assistance. Methinks Insomniac took a glimpse at a certain N64 Rareware title that released the same year as the first Spyro game and decided to take a liberal helping from that game’s freeform progression philosophy. I can’t say I blame Insomniac, for you’d have to put every 3D platformer developer on trial for shamelessly aping Banjo Kazooie’s template forevermore after 1999, sequel or not. Like the buoyantly animated N64 exclusive that Spyro 2 has obviously reinterpreted, orb quests greatly facilitate a sense of exploration, motivating the player to experience the full expanse of a level. Plus, the diverse tasks needed to obtain these orbs add a desperately-needed layer of difficulty with their unfamiliar conditions.

Still, Insomniac should’ve copied Banjo Kazooie's collectible course right down to its last detail, for Spyro 2 commits something erroneous with the orbs that is the developer’s unique doing. I described the orbs as a secondary collectible in quotation marks because what the game doesn’t reveal until its final stretches is that they have more precedence in progression than the talismans. In fact, the final realm forgoes talismans entirely in favor of focusing on the orbs, so the player can feasibly fulfill the steep total of 40 needed to unlock the barrier between the player and the final boss. It’s made abundantly clear that collecting orbs is still necessary to progress the game in incidental increments, but the sudden swap that occurs is downright deceitful. Because the player is duped into thinking that the orbs were only necessary in minor instances and the talismans were the main collectible driving progression, this results in a large swath of backtracking that wedges an obstructive boulder in the game’s pacing. Sure, locking the pathway to some orbs behind skills that are initially unlearnable already implies that backtracking was a consciously implemented factor by the developers, but the return time to previous levels is extended unduly because of this flagrant form of miscommunication.

In those progression milestones, whether they be contingent on the collecting of orbs or talismans, access is unlocked for the game’s bosses. Returning players may treat this requisite video game trope with a lack of enthusiasm, as the first game proved that having the dragon chase you is not as intoxicating as the popular inverse. Insomniac totally scraps their baffling, facile boss formula and exhibits some bona fide bosses for their sequel. Crush, Gulp, and Ripto are the bosses fought between traveling to the next realm, a modest lineup but one that remains consistent with the stakes the story sets up from the beginning. Crush channels fire and electric energy before becoming frustrated with Spyro thwarting him, caving in the ceiling, and having the rubble fall on his head as a result of his temper. Gulp fires energy blasts from the laser cannon strapped to his back, which genuinely take some swift, proficient dodging maneuvers to avoid while Spyro combats him with the array of explosives the bird fleet overhead provides. Lastly, the battle against the big (in the sense of status) orange cheese is an epic escapade divided into three distinct phases to elongate the scope of this appropriately formidable boss fight. I might be marveling at these three duels due to the first game lowering the bar so deeply that what qualifies as a boss fight became as imperceptible as the contents of the abyss in which they reside. Still, I believe that the developers have now crafted an exceptional arrangement of climactic skirmishes that supersede simply fulfilling the requisites of health bars, phases, and other factors that should comprise a competent boss fight.

Spryo 2: Ripto’s Rage expectedly surpasses the debut title in the series in spades, but I feel a tad hesitant in assigning it as the apex of the series, as I felt comfortable doing at first based on common trends across video game series. The levels incorporate more substance by adding auxiliary objectives that prolong their visit time to a satisfying length, and I no longer need to contemplate the definition of a boss fight because the baddies of Ripto’s Rage deliver on their expectations splendidly. Spyro’s new friends add a layer of exuberance to the story, while Spyro’s voice no longer makes me irrationally angry at him. What else could anyone want from Insomniac’s deadly dragon tyke? Actually, I’d really like the series to stop offering objectives where the player can just breezily hike to a goal in under a minute and call it a day. If the developers had made the orbs the game’s sole progression collectible, the player could’ve chosen which objectives would fulfill the requirements and focused on the more engrossing, substantial challenges littered throughout the field a little less conspicuously. Still, maybe the simple stipulations of standard progression are an indelible factor to Spyro’s accessible format, but I wish that the developers either firmly established that the “talisman routes” were the ways to progress the game instead of drastically deciding that the orbs held more significance at the last minute. Spyro 2: Ripto’s Rage undoubtedly stands head and shoulders over its predecessor, but the salient smudges the game inadvertently exhibits only make me fret for future entries when this is considered to be the series' peak.

Thursday, August 21, 2025

Mario Superstar Baseball Review

 (Originally published to Glitchwave on 6/10/2025)














[Image from glitchwave.com]


Mario Superstar Baseball

Developer: Namco, Now Production

Publisher: Nintendo

Genre(s): Sports

Platforms: GCN

Release Date: July 21, 2005


I’m not what you’d call a “sports guy.” Use this statement to make generalizations about my manhood, my sexuality, my physical health, and my constitution as an American citizen, if you please. No matter how scathing your judgments may be, the fact is that society’s most storied and accessible pastime has never stimulated me whatsoever. However, the “sports switch” in my brain that should’ve been activated at birth turned upwards ever-so-slightly as a kid when Mario Superstar Baseball was released on the GameCube, because the only way a frothing ubergeek like me was ever going to invest any interest in anything involving “correct male recreation” was to place a video game icon front and center. Mario persuaded me to engage with baseball, of all things, one sport with such a mild following during my formative years that I didn’t receive any mockery for my apathy towards it. I vaguely remember seeing the Orioles get clobbered by the Yankees when I was a kid (an outcome that was supposed to sadden me) at Camden Yards, and that’s the skinny of it. While I did not cherish the up-close and personal interaction with flesh-and-blood baseball players, I gleefully sank many hours virtually emulating the game myself with Mario and his colorful cast of secondary characters.

One does not really need an explanation for why Mario and the other Mushroom Kingdom citizens have banded together to load the bases. Eventually, Mario and company will have branded themselves onto anything that could possibly be classified as a sport, and it was simply baseball’s turn to be Marioified after golf and tennis proved to work on the N64. I look forward to “Mario Quidditch” and “Mario Foxy Boxing” in the near future. Anyways, like the successful Mario sports titles that have already been established, a portion of their success can be attributed to recognizability and character distinctiveness in the gameplay. Sure, baseball fans are probably familiar with the graphically rendered MLB players in a 2K game, but Mario characters also come with pronounced gameplay characteristics in addition to their familiarity. One vital aspect that separates Mario and friends from the real world’s super sluggers is that their fantastical platforming skills are translated into the game of baseball. Mario and each of the major characters are blessed with skills that reflect their respective special abilities in a standard platformer. For example, when either Mario or Luigi is up to bat or is on the pitching mound, using a unit of power (provided the player hits the ball) will ignite the ball in red or green as it blazes past the opposing team. Yoshi can throw an egg with bouncy, ricocheting properties, Bowser will transform the ball into a bullet bill, and Donkey Kong will fling a banana with the trajectory of a boomerang. Mario’s earliest rival also substitutes a proper baseball bat for a boxing glove. The big ape must be onto something brilliant, for he can belt homers with this cushioned mitt like nobody’s business. Common Mario enemies that join the ranks of the outfield and basemen do not possess any extraordinary abilities on account of being faceless creatures, but even their integration into the game of baseball exudes personality. For example, the piantas from Super Mario Sunshine take a note from Donkey Kong and bend the rules of what constitutes a baseball bat by bringing a goddamn tree up to home plate. When is Bryce Harper ever going to present something that ballsy and brazen in a regular MLB game? Never. While the general rules and regulations of baseball still exist in Mario Superstar Baseball, it’s the kooky, fictitious elements that pop and sparkle for someone as uninterested in the sport such as I.

Sprucing up baseball with Mario’s whimsy isn’t limited to the character’s attributes. Six of the major Mario characters are the proprietors of their own baseball fields, and each of them comes with their own quirky, character-centric elements. Well, except for Mario’s vanilla baseball field set on sunny Isle Delfino, but isn’t balance and order fitting for our main character’s renowned accessibility? Peach has fashioned a baseball field in her castle’s courtyard, which features blocks suspended slightly overhead that can block incoming baseballs. Apparently, Yoshi is wealthy enough to own farmland on his titular island and build a baseball field on it like Kevin Costner, but is too lazy or cheap to eradicate the piranha plants with some weed killer substance, as they’ll be interfering with the field by swallowing the ball and spitting it out in inconvenient places for the outfielders. Players have to contend with the roaming of giant barrels and the nibbling of Klap-Traps at their ankles in DK’s jungle, while abrupt sand cyclones will carry the ball wherever it damn well pleases in Wario’s desert palace. Lastly, Bowser’s stage is his fiery final domain seen across all iterations of Super Mario’s history, reconstructed as a baseball field. I can’t say for utter certainty, but I’m pretty certain that the thwomps blocking the outside sector where home runs are hit are sentient and biased towards the home team. I call shenanigans! Anyways, must I elaborate further on how Mario Superstar Baseball’s six fields add to the element of wacky fantasy, unfeasible for how the real sport is played?

The player is sure to visit at least five of these fields during “challenge mode,” which is essentially Mario Superstar Baseball’s story campaign. Bowser sends Mario and all of the other team captains (Peach, Yoshi, DK, and Wario) a foreboding snail mail invitation to challenge his team at his lair. Before the player’s captain of choice can step up to Bowser’s intimidating proposition, they’ll have to work their way up the ranks by defeating all of the other captains. Instead of being conducted via an arcade fashion of progression, the game’s “challenge mode” allows the player to choose the sequence of their opponents non-linearly on a fully traversable overworld map. I thought that running around freely in this open space was awfully cool when I was a kid, and now I can appreciate its condensed, fillerless accessibility as an adult. With little space between them, the player’s choice character can quickly ring the doorbells of the other captains to test their mettle. Still, progression in this mode extends beyond simply racking up more points than them. Ideally, the player should be ousting the other teams completely, which results in them waving a white flag and being absorbed into the player’s roster. Doing this requires completing peripheral tasks that pop up randomly during games with a plethora of potential conditions, such as getting a hit, striking out an opponent on defense, or executing a gutsy “sacrifice bunt” for the benefit of your teammates. Once the player meets at least two to five of these white flag conditions, depending on the character, the captain will concede to a conditional surrender and join the marching coalition towards Bowser’s baseball stadium. Meanwhile, the team members that the player didn’t meet the white flag requirements for can still be picked up from Bowser JR. 's team, which will involve a shooter match with truncated conditions to take them from the little twerp. I’m astounded at how meaty this optional progression condition is to the game’s campaign mode. One victory needed to just unlock Bowser’s domain suddenly stacks up to potentially tons of matches between the other teams. The player isn’t forced to prolong the campaign through conquering each team completely, but the blind spots of each starting roster will likely prompt the player to take the extra initiative. If they decide to go the distance, seeing a white flag raised over another team’s domain will prove to be incredibly gratifying. Sometimes, the journey is more rewarding than the destination.

Completely decimating another team and taking their assets is also far more daunting than achieving a single victory. If the player feels that they need a boost to totally wallop a rival team out of existence, such a stimulus can be purchased at the Toad houses (nice utilization of a Super Mario Bros. 3 asset), ranging from stronger bats, quicker cleats, to using a captain’s special ability. However, one obviously has to gain a certain amount of coin currency to purchase one of these items, which can be earned by completing the minigames located at different corners of the map. These auxiliary excursions factor as alternative ways to use one’s baseball skills, and one could practice for the main event with them. Well, at least “Bob-omb Derby” and “Wall Ball” can arguably improve the player’s batting and pitching. Other minigames like “Chain Chomp Sprint” and “Piranha Panic” feel like rejected implants from a Mario Party game. One’s results from “Barrel Batter” feel less indicative of the player’s skill and more like a stroke of luck due to the uncontrollable trajectory of the ball when hit. The first two minigames mentioned are engaging enough, but their implementation in the challenge mode overworld, along with the other unsatisfactory ones, is unfortunately stricken with inconvenient conditions. The player can only play any of the minigames a total of three times per campaign, also counting times where the player fails to reach their intended score. Not only that, but the player is also fined for an unsatisfactory performance, an ass backwards punitive measure considering that gaining money is the primary reason for entertaining these minigames in the first place. These conditions are rather harsh, which contradicts the accessibility factor that Mario always upholds. The one minigame that is free of these strict stipulations is the Toy Field, a thirty-round coin-based bout where victory ultimately depends on luck like an extended Mario Party feature. Because the results aren’t tied to the campaign’s conditions, the player is free to laugh with glee at whatever the outcome is, but the joy is best experienced with another person.

Sprinkling a bit of Mario magic onto the sport of baseball proved to be quite effective at making me care about something out of my comfort zone of interests. Yet, I can’t say that Mario is the inherent factor that caused this sensation. Even if Mario wasn’t the one at the helm of a baseball video game with outrageous elements that only this medium could provide, the final product here would still prove to be a solid sports game with plenty of tight gameplay mechanics and wacky ways to subvert the traditions of “America’s favorite pastime.” Because Mario’s fame in gaming eclipses everyone else's, it naturally led to the Mushroom Kingdom’s finest taking the reins of baseball like they do with every other sport imaginable. With its vast options of ways to swing a bat at an incoming ball and loads of content it offers, Mario Superstar Baseball is one of the more loaded of the plumber’s sporting side projects that will keep gamers glued for hours.

Wednesday, August 20, 2025

Sonic Colors Review

 (Originally published to Glitchwave on 6/4/2025)















[Image from glitchwave.com]


Sonic Colors

Developer: Sonic Team

Publisher: Sega

Genre(s): 3D Platformer

Platforms: Wii

Release Date: November 12, 2010


After playing Sonic Unleashed, I stated with steadfast conviction that I would never trust any glowing praise a Sonic fan might express for one of the blue blur’s divisive 3D titles. It’s a “fool me once, shame on you, fool me twice, shame on me” type of scenario, and I should’ve stuck with my gut that knew playing a game where he howls at the moon was going to be dreadful from the get-go. Why, then, have I decided to dive deeper into Sonic’s hazy, post-stardom modern era with the Wii exclusive, Sonic Colors, especially since the Sonic games endemic to Nintendo’s motion-controlled system have also been known to be complete dogshit? If you read the finer notes of my statement, I said that I would no longer listen to the words of Sonic fans. Surprisingly, for the first time since Sonic’s genesis period (no pun intended), Sonic Colors was receiving genuine praise from outside his circle of disturbingly devout fans. Quite frankly, it’s easier to trust the opinions of the sports-watching, god-fearing, laid-getting common folk when it comes to Sonic, for they’d cast all of the collective passion projects on the internet involving Sonic down to the depths of Hell where it belongs. Normal people can enjoy Sonic (a demographic I undoubtedly fall under *cough* *cough*), otherwise, he wouldn’t have skyrocketed to a level of gaming stardom that rivaled Nintendo’s Italian stallion back in the 1990s. Because the sensible majority who had derided Sonic’s output since Sega bowed out of the console market were finally complimenting a new release from the blue blur, and my opinions more or less fall in line with theirs, Sonic Colors had ignited a sense of curiosity in me once again. This time, I actually wasn’t being led astray.

Sonic Colors achieves the fleeting feeling of yesteryear's adulation by dialing a few things back a bit. One aspect of Sonic’s 3D titles that I always found unsavory was writing a grandiose, hyperdramatic story to support and give context to a game’s sequence of levels. The impetus of elevating the scale of a Sonic story is to both expand the narrative potential of a Sonic adventure and match the nuanced, multidimensional range of cinematic space that 3D ushered into the medium. While attempting to grow the series and adapt to the heightened gaming climate brought about by the third dimension, stories revolving around cerebral and or profound themes of time travel, love, and the impending apocalyptic falter in execution when they’re all being driven by a cast of quippy, anthropomorphic characters whose animated designs alone compromise the intended sincerity the story is intended to evoke. One exception the series has produced that does effectively tell a more thought-provoking, emotionally resonating tale is E-102 Gamma’s story from the first Sonic Adventure, only because the robot’s arc was almost completely removed from the game's base plot involving Sonic. After shooting for the moon of cinematic spectacle and failing miserably too many times for comfort, Sonic has returned to the familiar ground of stopping Robotnik/Eggman from committing heinous acts of animal cruelty in the form of self-aggrandized industrialization. Eggman’s scheme as of late is the creation of an interstellar amusement park, another entrepreneurial venture for the awkwardly-shaped mechanical madman. Besides the fact that it continues the trend of Eggman’s properties being eccentric eyesores, the problematic portion of this establishment that obliges Sonic to intervene as always is that it’s actually a front meant to distract Sonic from his actual ambitions: a gigantic mind-control laser pointed at Earth for diabolical reasons one can probably infer for themselves. The power of this laser is being generated by an alien species referred to as “wisps,” and Sonic must liberate these colorful creatures from indentured servitude. Even if the creatures in question are fictional and intergalactic, the premise of Sonic Colors sees Sonic defending an ecosystem of small, helpless lifeforms against the torturous grasp of Eggman, similarly to his glory days on Mobius.

I adore the 3D interpretation of Sonic’s classic conundrum with Eggman (with Tails on the sidelines as the only Sonic friend to accompany him as a sign of great restraint), but several Sonic fans express feelings of dissatisfaction in regards to Sonic rekindling his roots. Specifically, they comment that the concept is beneath the blue blur now, equating Sonic Colors to the impactless, mindless thirty-minute entertainment burst of a Saturday morning cartoon. The denial dealer who sells to the collective Sonic fandom should definitely get pinched, for the dope he’s peddling is too potent for human consumption. Admittedly, Sonic has shown to be an adequate cinematic property only in recent years, far after the release of Sonic Colors. Up until that point and in the years that followed, how many incarnations of a Sonic cartoon series have there been? I rest my case. It’s more than evident that a blue hedgehog stopping the plans of an evil genius is suited for an episodic, early-weekend morning timeslot on television. Playing devil’s advocate for a bit, I can at least sympathize with their complaints that Sonic Colors perhaps lays on the wacky lightheartedness associated with a children’s cartoon series a little too thick. Sonic is more obnoxious than ever, uttering an eye-rolling line of levity intended to be a clever joke at every waking moment. He’s intended to be charmingly witty and confident, but in reality, he’s a loathsome dork. The “baldy nosehair” descriptor of Eggman from the mistranslated words of Sonic and Tails’ wisp friend, Yacker, lives in infamy as an appallingly awful “comedic” line from this game, and the person who wrote this line thinking it would be as funny as Sonic did should be brought to swift and merciless justice. Eggman also has two diminutive, incompetent robot cronies following him around, just like in the first Sonic cartoon series, who are also not as mirthful as their writers seem to think. One moment of genuine amusement from this game came from a Taxi Driver reference, quoting his famous line of isolation because his malfunctioning voice chip was set to “New Yorker.” The constant stream of sophomoric kookiness can grate on the nerves of any player over a single-digit age range. Still, one has to admit that this sort of atmosphere is more appropriate for Sonic than one of epic melodrama.

Beyond the surface that is admittedly hard to stomach at times, most of the remaining elements of Sonic Colors are delightful. Firstly, for a place whose purpose is to deceive Sonic and probably a few major Earth nation governments, Eggman has created quite the vibrant and eclectic theme park. Its eclecticism stems from the fact that the tethered coalition of six planets isn’t limited to collectively recreate Six Flags in space. Each planet that functions as Sonic Colors’ worlds exhibits its own distinct theme based on a recreational establishment that requires a sum of money to attend. The first world that the player is propelled into at the start is a tropical resort, evoking the laidback aura that compels people to drink their weight in pina coladas. “Sweet Mountain” is literally the Land of Chocolate from The Simpsons that Dream Land from the Kirby series has often taken visual inspiration from, and “Aquarium Park” is a series of fairly competent water levels with a wondrous aquatic zoo as their consistent foreground. Combining “Starlight Carnival” and “Asteroid Coaster” would result in the faithful, typical representation of an amusement park, but since they are separated, the former is a vivid display of neon lights and fireworks, while the latter is a bodacious rollercoaster that operates through an oozing array of space rocks. Eat your heart out, Twinkle Park. Planet Wisp, the arboreal home of Eggman’s energy source, is the only world that doesn’t clearly fit the theme, unless someone wants to argue that camping or hiking elicits as much merriment as the themes of the other worlds. Still, “Planet Wisp” is a highlight that contrasts the otherworldly, organic glow of the environment with the ugly, mechanical adulteration of Eggman’s operations superbly. While the diversity between the worlds is outstanding and their respective aesthetics are captivating, the individual levels that comprise these worlds are unfortunately not created equal. The levels are constructed in a linear thread similar to the Super Mario Bros. 3 template, with the world’s boss leading Sonic to a climactic dead end. Each world features approximately six levels before Sonic fights one of Eggman’s robotic contraptions to cap it off, but the issue is that some of these levels are reasonably lengthy, and some are short excursions tied down by a single platforming gimmick like the moving spring pad. It’s reminiscent of how Sonic Unleashed’s worlds pronounced the enormity of the first level while featuring more only as secondary larks, but the first levels of that game were long and arduous enough to span the length of an entire world in Sonic Colors. When Sonic Colors follows the same pattern, there is a disappointing sense of unevenness.

When comparing Sonic Colors to Unleashed, the fact that Colors is a Wii exclusive presents a giant, Egg-Carrier-sized elephant in the room. It’s common knowledge that there was another version of Unleashed on the Wii that was forced to cut much of the content from its HD equivalent, resulting in a radically different product that most people consider to be less-than-definitive. While decreasing the visual fidelity to a modest standard definition and streamlining the hubs for the Wii version of Unleashed may present an argument that Sonic should stray away from Nintendo’s motion-controlled money maker (the dreadful storybook games also adding evidence to this), some feel that a silver lining to subduing Unleashed was that the game was not as marred by the HD version’s ambitions. Sonic Colors is a game marked by restraint, but not compromise. Surprisingly, Sonic Colors managed to continue Unleashed’s modern template for Sonic’s gameplay even on a technically inferior system. Unleashed’s ultimate stride in Sonic innovation with its boost feature persists in Colors, and the nature of manually scraping the sound barrier as Sonic has been streamlined, so the player isn’t punished nearly as often for using this calamitous mechanic. Drifting through curved bends on the tracks is made far more manageable here because Colors offers a break option that slightly interrupts momentum for smoother turning. All the while, reducing the breakneck blast that the boost feature facilitates never feels jaggedly minimized to ensure that the player doesn’t haphazardly kill the blue blur at any point they use this mechanic. Colors also reworks the implementation of Unleashed’s in-level collectibles, swapping for red rings in lieu of contrasting sun and moon medals no longer having any thematic relevance. Besides the shift in color, their significance has also been altered to being completely optional to collect, negating the tedious, pace-breaking slog of having to gather up an inordinate amount of them to progress through the game. Still, it’s recommended that the player make a modicum of effort to collect these rings, for they are in plain sight of the medals from Unleashed and lead the player towards alternate paths in the levels that likely wouldn’t have been discovered otherwise. Overall, the changes that Colors makes to Unleashed’s gameplay formula aren’t the result of having to dilute the high-definition elements of its predecessor due to an inhibited console. Having these alterations here in Colors shows that these quality-of-life enhancements are a product of deep developer consideration that could’ve been implemented on any piece of hardware. On the subject, the quick-time events that plagued Unleashed have been altered entirely into a simple few presses of a single button when Sonic zooms off a ramp. Halle-fucking-lujah.

One might ask if the Wii’s patented motion controls are implemented into Colors in any capacity, and if they are, to what extent does their irritation stem from too much involvement? Fortunately, Colors limits the central gimmick of its hardware to one shake to summon each of the wisp powers. When Sonic runs into a capsule on the track, the wisp inside will grant him their respective powers that add to the depth and variety of Colors’ gameplay. A cyan-color wisp will allow Sonic to dart around a level at immeasurable speeds like a fired laser, stopping the gameplay momentarily so the player can methodically aim its trajectory. A yellow wisp introduced in “Sweet Mountain” allows Sonic to drill through the flaky crust underneath his feet, while an orange rocket propels Sonic vertically into the air in a matter of seconds. Platforming complications can be rectified by either a pink wisp that allows Sonic to climb up walls (like Knuckles) and over spikes (not like Knuckles) or melt the solid foundation of blue blocks into collectible coins with the pink and blue wisps, respectively. The green wisp that transforms Sonic, which allows Sonic to hover at a manageable pace, is quite awkward for its booger-shaped blobbery and how it bounces when it hits an object, and assigning it as the only way Sonic can execute the ring dash, a 3D Sonic requisite, is inexcusable. While the “hover wisp” is the least satisfactory of the bunch, the sinisterly purple “frenzy” wisp is my favorite for its allowance for Sonic to become a rabid animal and expand in size with every object and enemy it chomps on. Somehow, the power of this “corrupt” wisp feels more dangerous and wild than Sonic’s werewolf persona. I appreciate the variety of powers that each wisp offers, and am grateful that these delicate little space buggers are returning the favor to Sonic after he frees them from captivity. Still, using the wisp powers practically feels entirely incidental to certain moments in the level, unlike the boost feature, which can be used on a whim to skillfully augment the standard rate of Sonic’s trajectory. Maybe the wisps feel somewhat gimmicky because they tend to be the dominant mechanic for some of the briefer levels, highlighting the claim of their incidental nature even further.

Perhaps the wisps would feel like a stronger, more clever inclusion into Sonic Colors if they were a prominent key to defeating the bosses, like an item gained in a Zelda dungeon. Really, anything would’ve been appreciated in sprucing up the paltry selection of bosses that Colors displays. In essence, Colors features three boss battles, a robotic eye in a hamster wheel arena, a ship captain, and a flying frigate that Sonic chases and dismantles piece by piece. These three are repeated once more for the later worlds with marginal differences in difficulty and arena conditions. Not only does the repetition grate on the player, but the general ease of these bosses compounds the lukewarm feelings to total apathy. Some of the wisps are included in these bouts, but why would I use them when Sonic’s base moveset will prove to be just as effective, and quicker, I might add, in dispatching them? The only admirable boss fight in Colors is the climactic one with Eggman’s Nega-Wisp, who uses the powers of the wisps to combat Sonic as opposed to the inverse scenario. While this lengthy duel against Eggman is more substantial than the bosses leading up to it, as a final boss should ideally be, chasing it while avoiding its firepower reminds me of many bosses from Unleashed. Dare I say, but I’ve realized that the ones from the previous game proved to be more exhilarating and offered a heftier challenge. When an aspect from Unleashed proves to be better, it should embarrass Colors even more to have neglected the one factor, considering how many of Unleashed’s attributes it improves upon.

I’ve come to the realization after exploring Sonic’s gameography (is this a real term?) that it's a series that exemplifies the career arc of a rockstar more than any other series in gaming. It reveled in the excess that came with success in its prime period, and crashed mighty hard when its label (Sega’s console market) dropped them. Games like its 2006 self-titled and Sonic Unleashed were a period where tabloids took a humiliating snapshot of Sonic’s burnt-out malaise, which concerned former fans who remembered his former glory. After hitting rock bottom, meditating on the source of his problems, and going to rehab to halt his ego-trip, Sonic Colors is the product of the blue hedgehog’s newfound sobriety. Admittedly, it exhibits aspects that I find either underwhelming or unsavory, but the high notes of Sonic Colors more than match any of the best moments from the series’ glory days. Hopefully, Sonic won’t relapse into its tendencies for broken, unfeasible ambitions again and continue this unexpected instance of high quality into a streak that will save the hedgehog from continuing to dig the grave it almost fell into *ahem.*

Thursday, August 14, 2025

Grand Theft Auto V Review

 (Originally published to Glitchwave on 5/27/2025)













[Image from glitchwave.com]


Grand Theft Auto V

Developer: Rockstar

Publisher: Rockstar

Genre(s): Open World

Platforms: PS3, Xbox 360, PS4, Xbox One, PC

Release Date: September 17, 2013


Grand Theft Auto V has not aged particularly well. This isn’t to say that 2013 is now an ancient period of the medium, as plenty of other games released the same year still uphold the modern standard of gaming proficiency. This also isn’t to say that GTA V has pruned up while its peers retain their youthful luster past their prime generation either, as the high-definition visuals of GTA V are still astounding. I’m also not accounting for my own personal history with GTA V in my opening statement either. The “fifth” entry in this trailblazing Rockstar franchise was the very first M-rated game I purchased on my own without supervision at the age of 17 when it was released. Now, as of writing this, my 30s are creeping on me so suddenly that I can taste the oncoming arthritis in my knees. So, with all of the counterevidence I’ve given and anecdotes I’ve retracted, why am I introducing this modern classic with such a dismissive stance? Because GTA V has greatly overstayed its welcome. You see, GTA V exhibits what I call a “Van Wilder complex,” referring to the comedy film where a man maintains his status as a college senior despite advancing past the acceptable age to still be indulging in the spoils of campus life. It’s still drinking itself silly every other night and hooting and hollering at the prevailing drunken debauchery, even though most of its peers of the same age have settled down with their careers and prospective marital partners. It’s not a decrepit geezer by any means, but the noticeable signs of slight aging make his behavior rather unbecoming. Still, in the case of GTA V, it has to maintain the mantle of fraternity life because there haven’t been any new members to succeed its once-mighty reign, so it can finally retire. Failing to claim a successor has also sprouted some complications over time, namely that GTA V’s content represents the ideals of a newly bygone era that are no longer kosher in our age of heightened sensitivities. Lastly, and it’s the aspect of GTA V’s prolonged legacy that rubs me the wrongest, is that it is widely considered to be the greatest outing in the franchise. This stems from a trend across the series titles in which every entry tends to surpass the previous one on a technical level and the overall scale of freedom the game facilitates. Initially, GTA V might have seemed to fit the trend splendidly. With hindsight, even without a successor to compare to, it’s obvious to me that it never should’ve been held in such high regard in the first place.

I guess I’ll summarize my overall assessment of GTA V by borrowing the analogous insights from master American filmmaker Martin Scorsese: GTA V is akin to an amusement park ride, a rollercoaster whose adrenaline-pumping thrills are potent, yet are admittedly cheap and fleeting. Unadulterated mayhem has always been synonymous with the Grand Theft Auto series, and I suppose one can just toss their brain aside like a pair of shoes in a pool locker room when reveling in the anarchic bedlam. Still, despite the fact that the player always had an endless opportunity to mindlessly spill the blood of innocent bystanders, rinsing and repeating when confronted with overwhelming police blowback, each game offered something substantial in its narrative that dug into a layer of substance beyond the superficial playground of murder on the surface. Players always came for the carnage, but the game implored them to stay for the protagonist's growth arcs, character interactions that tactfully balanced drama and humor, and biting social satire on modern American society at large. Not to mention, progressing each game’s story always unlocked a plethora of new features, areas, and finances to diversify and expand the scope and scale of said carnage. As noted in my comparison, the prevailing issue surrounding GTA V is that progressing through the game’s narrative seems more like a formality than ever, an obligation that is treated like a secondary lark instead of the primary driving force of the game. Never before has a GTA campaign felt so haphazardly composed. Its characters, missions, and overall structure not only fail to reach the remarkable pillar of interactive storytelling in GTA IV, but seem to lower all of the bars in these regards to a degree that is immeasurably disappointing.

I could comment that the game’s introductory prologue mission is indicative of GTA V’s lack of tact, but it does sufficiently set the scene for the major characters and sets an overarching conflict premise for the duration of the narrative. One could even make the argument that it resembles the beginning cutscenes of the older (3D) GTA games, as opposed to the protagonist arriving at his destination with varying contextual setups like in San Andreas and GTA IV. Immediately, GTA V begins guns blazing, literally, with a robbery conducted by three men that has become increasingly turbulent with the interruption of a police squadron. During their getaway, one man is shot dead while another’s fate is hanging in the balance when he’s incapacitated by another bullet. With the screen shifting to a grave being lowered into the earth during a funeral service, we’re meant to believe that the man perished in the police fire. However, the man whom everyone suspects is being buried is alive and well and watching the ceremony from afar, suggesting that he’s slyly eluding the legal ramifications of his actions and starting his life anew. A decade later, Michael Townley, the man who cheated the law and has changed his name to “Michael De Santa,” is emphatically griping to a shrink about his family. A criminal seeking professional help to deal with feelings of stress and anxiety? Does “Woke Up This Morning” play as he drives home from this session? I kid, but believe me, the Sopranos comparisons will arise in due time. GTA V’s tutorial mission is an adrenaline hook that effectively reels the player into the game like sticking a trout through the eye, and I’d rather be introduced to the core conflict premise that set the stage for the game’s future events in an interactive manner rather than having to imagine it for myself through spoken exposition. Still, if you’ve played through the game before, you know that pumping the high-octane action to this extent before the player has a second to breathe or blink is indicative of GTA V’s lack of self-restraint that persists throughout the game.

GTA V’s prologue mission also might be slightly misleading to some players in terms of where the game primarily takes place, provided they ignored the gobs of trailer content that Rockstar excreted onto the public in anticipation of the final product’s release. No, GTA V hasn’t reverted to the snowy, rural countryside in a subversive series first, as the all-purpose depiction of the midwestern region of the USA in North Yankton has served its role in contrasting the humble origins of the main characters to the congested urbanity they’ve absconded to. The extravagant concrete jungle in question is Los Santos, Rockstar’s depiction of the sunny, “city of angels” celebrity mecca located in the fictional state of San Andreas. Evidently, Rockstar’s prerogative in developing their works in high definition is to give every urban environment they’ve rendered a makeover, brushing away the grains of primitive polygons to uncover a crisp, glossy sheen of heightened graphical realism. While the high-definition graphics certainly make the environment and its denizens more appealing to look at compared to the subdued, blotchy lens we’re accustomed to looking through from San Andreas on the PS2, GTA V’s next-generation refurbishment extends far beyond nipping and tucking the visuals. With the HD hardware of seventh-generation consoles, the three borough grid of Liberty City that vaguely resembled the USA’s most populated metropolitan area was painstakingly reconstructed as practically a digital simulacrum of the Big Apple, complete with the heinous congestion of traffic and dizzyingly roundabout highway system. In GTA V, Los Santos has been given the same treatment as the urban USA area located on the opposite side of the country, broadening the expanse of the city by widening its perimeter and fleshing out the architecture and other setpieces with exquisite detail. The downtown section of Los Santos sees several shining skyscrapers looking over bustling city streets with people conversing over chai lattes, the beaches and their boardwalks see droves of people playing volleyball and sunbathing, and the houses residing alongside the Hollywood (Vinewood) Hills have never looked so opulent. The Los Santos equivalent of the Playboy Mansion is even rendered somewhere in the city as an easter egg, whose topless tarts running about the pool area test the thresholds of gaming censorship as the series is known to provoke. Nothing this frivolous, yet finely realized, could have ever been rendered in San Andreas on sixth-generation hardware. The depressing, gray and brown haze that permeated GTA IV’s visuals has also been washed away, with Los Santos’ sunshine radiating incessantly. Some may define this as a sorely-needed quality-of-life enhancement that was actively decided by the developers, but this pleasant weather condition is a natural occurrence for a map modeled after a city in southern California, as opposed to the temperate, northern NYC. As marvelously spacious and crisp Los Santos is looking in high definition, one aspect of its reworking is how it changes the scope of the city from when it was last constructed. In San Andreas, Grove Street and the surrounding ghettos served as the nucleus of Los Santos, with ritzier places of the city feeling outside of its jurisdiction due to how disparate it was to CJ’s general surroundings. With Ganton and Idlewood becoming mingled in with the rest of Los Santos’ districts in terms of precedence, the city finally feels like a unified metropolitan monolith.

The map of San Andreas did admittedly extend far beyond the city limits of CJ’s hometown hub to two other urban areas inspired by more major cities that fall under the Pacific time zone. Sadly, we are not granted the privilege of seeing San Fierro and Las Venturas with a glorious graphical rehaul, as Los Santos maintains its focal point as GTA V’s primary epicenter for the duration of the game. Still, the entirety of the game’s map does offer alternate areas that deviate from the urban sprawl. GTA V reinstates the rural areas situated directly outside the borders of Los Santos that were present in San Andreas, with the contrast being more prominent than it was previously, given that they’ve also been expanded to encompass half of the entire map. Every step north of the Los Santos city limits becomes more modest and desolate, reaching the realm of Blaine County. The unpretentious district that directly juxtaposes the glitz and glamour of Los Santos comprises the trailer-infested, desiccated desert town of Sandy Shores, the farmland of Grapeseed, and the rustic, salt-of-the-earth town of Paleto Bay that will remind most returning players of the quiet, redneck burgs of San Andreas’ Red County. Blaine County also encompasses plenty of natural geographical locations such as Raton Canyon, several mountain ranges, and the Alamo Sea, whose branching rivers run all the way to the rocky shores of North Chumash to the west. The notable residential areas of Blaine County, with their own distinct zip codes, present enough map diversity to distract oneself from the noise pollution of Los Santos, but all of the more organic land surrounding it exposes a grave oversight with GTA V’s map. Their ambitions to broaden Los Santos and its neighboring rural stretches to unprecedented lengths have resulted in much of the map being nothing but vacant space. Sure, it’s logical that there would be some spots with little to no activity, but if I had to wager an approximation, the total percentage of natural land that comprises GTA V’s map is more than just half. From a gameplay perspective, traversing through miles and miles of rugged, empty terrain for the sake of geographical consistency is incredibly dull and tedious. At least have the decency to designate this type of terrain to a single, contained area of the map instead of bordering almost every significant place on the map around it.

Placing the player in a glossier version of a playground they have fond, sentimental memories of wreaking havoc in is all fine and dandy, but it’s the new features that every sequel bestows that truly prevent the player from reverting back to the old murder machines. In GTA V’s case, the game needed enough content to fill in the vacancies left by the inordinate range of hilly peaks that encircle Los Santos. Rockstar’s solution that slightly adds some character to the desolate places is the inclusion of wild animals. Elk, coyotes, jackrabbits, etc., will be roaming around the elevated plains of their natural habitats, while more domestic animals like dogs, cats, and rats can be found on the streets of Los Santos. God forbid you encounter a cougar while hiking up a steep mountain trail, for the rancorous, bloodthirsty beast will never hesitate to send you straight to the nearest hospital (which, considering how remote their territory tends to be, is not a quick trip). Full disclosure, yes: any animal one finds around can be exterminated as easily as any of the humans the series is used to serving up as impulse fodder. If killing and skinning animals in Red Dead Redemption didn’t provoke the wrath of PETA, then they figured it was fair game to finally transfer less capable creatures into the fray of their longest-running series free of consequence. However, one particular animal is completely immune to all potential harm, and that’s a rottweiler named Chop. Owned by Lamar but commanded by Franklin, the latter character can choose to have the pooch accompany him to sic the scrotums of all that come across him. If the player so chooses, they can interactively do Franklin’s bidding by looking through Chop’s perspective, which is only used for a single mission. Playing fetch with Chop is also a little lark of a pastime to increase the bond between Franklin and his furry, shockingly deadly companion. If calling Chop proves to be too inconvenient in the midst of action, each character’s “superpower” will certainly be useful in a pinch. Essentially, GTA V rebrands the “deadeye” feature from Red Dead Redemption, where a character can engage an extraordinary ability for a brief moment that allows for adrenalized moments to be more manageable. In addition to Michael’s move that blatantly copies John Marston’s “deadeye,” slackening the traffic around Franklin on the road so he’s able to swerve and turn smoothly while driving, plus Trevor’s “rage mode” that increases both his defense and offense, are all ridiculous from a conceptual standpoint. The “deadeye” mechanic naturally fit John Marston’s role as a gunslinger in the wild west, so it gives the player a suspension of disbelief between what they controlled on screen and what is actually occurring with the character. Here, each character inexplicably possesses superhuman capabilities, a shoehorned mechanic that is totally unnatural and nonsensical. Minigames are littered aplenty throughout Los Santos as well to take a respite from the chaos if one is so inclined, including gambling, tennis, golf, darts, etc. GTA V’s contributions in immersing players into its freeform world are ultimately marginal and or recycled from previous titles, but at least it still puts enough content on the player’s plate to make them hungry and curious enough to reach that desired time sink.

Then there are the series’ core mechanics that have been tweaked and altered extensively throughout its then-twelve-year period as a 3D open-world series. This section is also when the review becomes consistently contentious, as these aspects of GTA V are where the game falters considerably. I can’t believe I once thought that GTA V’s driving and shooting mechanics were a stark improvement over the previous game’s. Admittedly, GTA IV’s direction with these idiosyncratic assets of the series was a bit unyielding. Still, once I became accustomed to the game’s more realistic physics engine, I began to appreciate the intricacies of the driving mechanics and felt a profound sense of accomplishment when I drove proficiently enough that I wasn’t inadvertently ejecting Niko from the driver’s seat between every destination. On the other hand, the player is guaranteed to never face any initial complications when they step into any vehicle and rev up the engine in GTA V. The weight of realistic acceleration and vehicle momentum has been shed from the driving equation like a snake’s skin. Immediately, as the player puts their foot on the gas, it's pedal to the metal with very little in the way of rational physics inhibiting the player from safely swerving and turning despite the calamitous speeds. This applies to most if not all vehicles at the player’s disposal, ignoring variables such as the immense bulk of a fire truck or the longer, rectangular bodies of a limousine. Every single car, no matter the size, is also as durable as a cast-iron pan, so any damage received by driving recklessly is ultimately moot in the long run. It’s the farthest cry from the days of GTA III, where an abrupt shift in altitude could’ve upset a vehicle enough to burst like a ruptured appendix. As much as I groaned and griped about the fragility of GTA III’s vehicles, subsequent titles improved upon this issue to the point where it was no longer something I considered. In GTA V, the developers have overcorrected to the point of preventing the player from being inconvenienced by their lack of driving finesse. Auto shops have replaced the blunt, simple services of the series staple Pay-and-Sprays, where the player can modify and augment attributes of any car, such as speed and defense. What exactly is the incentive to visit this service when every conceivable vehicle zooms off like a rocket and can be bruised and battered with impunity like a Hot Wheels car?

The shooting in GTA V is also an indication of something that was once faulty and vexing in GTA III coming full circle to a degree of agreeability, albeit far too agreeable to the point where it becomes an issue again. The shooting of GTA has progressed from the awkward imprecision of its first 3D outing to directly targeting the desired opponent by pressing the trigger, with San Andreas and GTA IV supplying a health indicator as a nifty visual reference. GTA V decides that depicting a target’s health had become unnecessary, instead having the targeting reticle burst outward upon executing the target. It sounds like a regressive choice on all fronts, but signaling how much more firepower is required to put an enemy six feet under really is superfluous. Whereas the vehicles of GTA V are solid as steel, human beings have become a bunch of namby-pambys who can’t tolerate even a smidge of searing lead. NPCs and enemies no longer writhe around in grievous pain after being shot in a non-vital area like the arm or the leg, for any spillage of blood from any piece of anatomy is liable to be fatal. Even though aiming at any area of the body will efficiently subdue anyone pointed at, the game even course-corrects the reticle to automatically hone in on a person’s head, ensuring a critical hit just by pressing the targeting trigger. Needless to say, the immediate, effortless alternating of the two back buttons on the controller negates the satisfaction of a skilled kill. What was wrong with working one’s way up to a critical area while targeting with shaky precision in GTA IV? Every headshot I accomplished in that game felt gratifying, but here, I feel as if a condescending force is obliged to do it for me. To add to the newfound trivial nature of the series’ shooting, Ammu-Nations are no longer a necessary, continual source of ammo replenishment. Sure, the stores still exist and involve at least one mandatory look-around for one mission. However, the game automatically supplies the player with enough firepower to penetrate Fort Knox as the game progresses, with exorbitant ammunition to boot. I now know the jaded feeling of being a rich kid on Christmas, albeit with an adulthood self-awareness that knows where this disillusionment stems from. The weapon wheel that organizes each of these weapons is, however, a bona fide quality-of-life enhancement that should’ve been implemented several entries sooner.

If delving into the driving and shooting mechanics of GTA V didn’t already speak volumes on this point, I’ll say it clear as day: GTA V is stupidly facile. It’s the gaming epitome of the expression that something is so easy that a *insert a perceivably mentally deficient creature here* can do it. I’ve struggled more with brushing my teeth at times than at any point while playing GTA V. Since we’ve already discussed how the mechanics of the game have been nerfed to oblivion, we might as well throw the general punitive blowback of the police into the fire of modern GTA discourse. How do the boys in blue respond to the transgressive, anti-social acts that the player will likely be committing continually throughout the game? With relative lethargy, actually. GTA V continues the previous game’s wanted system, in which the player must avoid the blue and red circles on the radar that signify the police’s range of perception. Liberty City’s boys in blue were very vigilant in their efforts to crack down on illegal activities, so it was quite challenging to evade their militant, hawk-like gazes. On the other side of the country in Los Santos, Chief Wiggum is evidently the commissioner of LSPD operations. Zipping beyond their immediate reaches will take a few seconds, provided that the player isn’t accident-prone, and when the police lose sight of the player, the perpetrator in “hot pursuit” can simply obscure themselves in a shaded corner until they seem to concede defeat. Those who express the idiom that you can run but can't hide evidently have never committed a crime in Los Santos. The player will lose all but their equipped weapon if they’re apprehended, but having them use lethal force will instead result in spawning at a hospital, paying a $5000 fee. Considering that every character already has a substantial amount of money that only increases with progression, it’s as insignificant as paying a toll. Honestly, because the penalty for disturbing the peace is practically inconsequential, it fosters a greater sense of freedom than any other game in the series, even though it's ultimately another indictment of the game’s general emphasis on leniency. Again, I can relate to a child of the upper class, living day by day, only receiving slaps on their wrists for their poor decisions.

Naturally, the encompassing ease of GTA V complicates, or rather, uncomplicates, the array of missions that progress the game’s story. On top of lackadaisical police chases and elementary gameplay mechanics, checkpoints are littered all over in what feels like every step of the way across all missions in GTA V. Dying was not a common occurrence during my playthrough, something I thought I’d never utter when discussing a game from this franchise, so I can’t say with certainty how severely the game will punish the player for their failures. Still, whenever I did croak due to a miscalculation or lack of attentiveness, I swear that I only retraced a couple of steps upon respawning. Still, whether or not any of the missions fail to rekindle the red-faced frustration of some GTA classics, such as “Espresso 2 Go!” or “Supply Lines,” what really matters is the fun factor and diversity of the mission selection that GTA V bestows. Overall, I think that GTA V shuffles the objectives of their mission itinerary adequately enough so as not to lose the player’s interest, even though their lack of stakes ultimately bogs down their engagement. Ducking and covering will be as prominent a mechanic in GTA V’s missions as it was in the previous game, but the percentage of them has marginally decreased, probably because the onus is no longer on GTA V to showcase such a system. “Did Somebody Say Yoga?” sees Michael reluctantly humoring the activity his wife has traded for tennis, which is a rhythm-oriented sequence that trips up most players for some reason. “Monkey Business” makes wonderful utilization of the game’s diving mechanics, while planes have never been so graceful in a GTA game as when Trevor flies over the arid hills of Blaine County in “Nervous Ron.” One mission in the game that lives in infamy is “By the Book,” an interactive torture sequence where the player selects five different cruel instruments to forcibly coax information out of an FIB person of interest. The torturing itself isn’t all that involved from a gameplay perspective, but it’s still an upsettingly sadistic display nonetheless.

While GTA V doesn’t have any trouble providing diverse, high-octane missions to supplement the story’s daunting length, the prevailing issue lies in how they are paced and coordinated. For example, trying to maintain Michael’s balance with a sequence of analog directions and button presses in the aforementioned yoga mission does not end with Michael (rightfully) attempting to sucker punch the sleazy Fabian into his pool. Michael’s immediate decision to bond with his son, Jimmy, ends with a hallucinatory sequence where Michael is experiencing the effects of whatever drug his son slipped him. These two events easily could’ve been divided into separate missions, but a mission only offering yoga would’ve compromised on GTA V’s stubborn initiative to inject a constant surge of adrenaline at every waking moment in its story. Every single mission in GTA V is completely apeshit in one way or another, involving destruction on a scale that rivals the climaxes of every thrilling action film ever created. No matter the point in the story where the mission takes place, bedlam equivalent to the Bay of Pigs will commence. Michael will publicly kick the shit out of series stalwart Lazlo on live television, then go on a covert mission for the FIB to find a body in a morgue that cannot be conducted quietly, and then scale down a skyscraper trying to kidnap someone in broad daylight while Trevor is flying a helicopter overhead. Each of these missions are romps most riotous, but the overstimulation of excessive action leaves me numb to most of them. At the same time, the few exceptions that involve hauling crates at the docks and monitoring the travel of a car from a helicopter are definitely among the most boring missions in the series.

Really, this kind of conspicuously grandiose mission should be reserved for the heists, a prominent mission type in GTA V that does signal a milestone in the game’s story. These intricately planned missions, often constructed by Michael’s old friend, the pudgy, crippled, conspiracy-conscious Lester, where he’ll devise an intricate schematic that is malleable enough to pursue the heist from different approaches. Preparation for the heist, such as hiring additional manpower and procuring a getaway vehicle, also elevates their significance over the average illegal escapade. Forgetting the fact that dying during a heist after meticulous plotting is inconsequential, the act of storming the establishment or sneaking through it always exudes a thrill that is more deserved than the typical mission, plus accomplishing it always pays off with exorbitant dividends. Still, the heists are most emblematic of the problem that persists with most missions in GTA V: the scale of chaos committed is too large to ignore. For most GTA missions, no matter how the body count stacks up, they tend to still be contained to those involved in the criminal underworld and a select squadron of cops assigned to deal with them. With these characters constantly committing crimes of the century, targeting public places and highly secured businesses, you’d think someone would notice a pattern and they’d garner a reputation. Hell, the news of each heist is broadcast on every radio station, yet no one can surmise any suspects. Packy McReary can be selected as a supporting figure for the late-game heists, and he’ll boast about the bank vault score he partook in back in GTA IV. That heist had stakes, its difficulty matched its magnitude, and it was the only mission of its caliber that consequently changed the course of the game for its remaining duration. When the characters can just rob several secured businesses willy-nilly, it dilutes the impact of what a heist should have by proxy.

Criticizing the outlying context of GTA V’s heist missions is just one of several missteps in GTA V’s overall story, and divulging the extent of the game’s total number of holes is enough to trigger a sense of narrative trypophobia. A great deal of the story’s shortcomings stems from the spectacularly flawed trio of protagonists, and I don’t just mean from a moral standpoint. Let’s start with Michael, since his arc starts earlier than the rest of them. Because he’s still rife with depression, anxiety, and deep-seated anger issues despite his life of luxury, the Tony Soprano parallels are clear as a windex. Is it really fair to compare Michael to television's most complex character it's ever conceived? Considering that Michael is from the same series that birthed Niko, the most complex character in gaming, I believe that Rockstar is completely capable of crafting a protagonist with exquisite layers. Michael, however, missed the mark. Beneath the machismo demeanor and intimidating job title, Tony Soprano exuded plenty of other personality traits that subverted someone of his stature. He could be genuinely funny, sweet, and sensitive, almost making us believe that he could’ve been a productive member of society if he had been born under different circumstances. Michael, on the other hand, only expresses the unsavory surface traits of anger and self-loathing, without the moments of charm that made Tony likable. The nuclear family dynamic that provided more insight into Tony’s character is equally present with Michael, but every member of the Townley/De Santa clan is fucking horrid. His wife Amanda has shamelessly banged every other male NPC in Los Santos, his son Jimmy is a spoiled bum that manages to be less sympathetic than AJ, and Tracey is the bimboification of the one Sopranos family member who subversively didn’t fall into the obvious trappings of a teenage daughter character. Whenever Michael confronts each of them for their individual problematic behaviors, all they do is deflect it by reminding Michael that he’s also a bad person, a glass houses scenario if there ever was one. Still, they might be onto something, considering that there is no logical explanation for why Michael does what he does. Unlike Tony Soprano, who was trapped into leading a life of crime, Michael’s life decision of being a career criminal stems from an unknown origin. It’s matter-of-factly what he does to support himself financially, no more, no less. Because Michael is relatively one-dimensional, he falls a little behind Tommy Vercetti in the rankings of GTA protagonists, only because the man from Vice City was unashamed of his lifestyle.

Once Michael makes his criminal comeback and slips up by quoting a film to a witness that only he would be fond of, it introduces the character that was THE talking point among all the gamers at my high school. Trevor Phillips is, by far, the most rousing component to GTA V’s story and perhaps the entire game. During the first cutscene where he’s the primary character, he curb stomps Johnny Klebitz from GTA IV to a bloody pulp for confronting his adulterous rogering of Ashley, then proceeds to oust all the surviving members of the Lost. I knew that girl would be the death of him. Then, alongside the paranoid Ron and simpleton Wade, Trevor then embarks on a streak of endeavors ranging from wiping out an entire family of rival meth cooks to blowing up an entire trailer park. Don’t get me started on the atrocities he commits towards Wade’s cousin Floyd and a teddy bear named Mr. Raspberry Jam once he arrives in Los Santos. All of these missions in the desert are intended to frame Trevor as a man who should not be trifled with. He’s the embodiment of an untethered ID under the influence of methamphetamines, a flesh and blood boogeyman that presents the pinnacle example of why parents tell their children to never converse with strangers. Hell, he supports the argument that adults should follow the same advice. He’s incredibly entertaining but alas, he’s equally as one-dimensional as Michael. However, the developers evidently made an effort for the player to think otherwise. A character of Trevor’s persuasion (Frank Booth from Blue Velvet comes to mind) is usually reserved for an antagonist role as a formidable force of malevolent unpredictability. When this type of character is given as much screen time as Trevor, there needs to be a considerable fleshing out of his traits so they can comfortably fit a protagonist role. We’re meant to believe that Trevor has a soft, sensitive side to him, exhibited most prominently when he kidnaps the abused spouse of cartel kingpin, Martin Madrazzo. He treats this elderly woman with uncharacteristic care and affection, but it doesn’t really expose any sort of vulnerability. Because Trevor is defined by his intense unpredictability, this impulsive, scatterbrained action is still evocative of his dominant surface-level trait. Mommy issues might be a subject of discussion but if this were true, why doesn’t he treat Amanda or Franklin’s aunt with the same selective respect? Tony Soprano never discriminated against a select few animals! Because Trevor is nothing but a turbulent source of uncomfortable comedy, I approach him with a grain of salt.

Last, and certainly the least of the three playable protagonists, is Franklin. One might wonder why I’ve chosen to discuss him last, considering Trevor is formally introduced far later in the game, but Franklin truly is the least impactful protagonist. This twenty-something African-American who resides in the 21st-century version of CJ’s old stomping grounds is unsatisfied with his meager life, living with his aunt and collaborating with Lamar, his obnoxious, dim-witted childhood friend. When Franklin meets Michael after he repossesses his son’s car, Franklin eagerly takes the opportunity to put himself under Michael’s tutelage for the subsequent string of heists. Once Trevor is back in the picture, Franklin’s relevance in the story takes a complete nosedive. He’s relegated to being the outlying middle man between the butting heads of Michael and Trevor, but this only works if Franklin were the sole protagonist acting as a nondescript avatar like Claude. The missions assigned to Franklin by Lester are completely removed from the overarching story, shoehorned in to remind the player that Franklin (and Lester, really) are still active characters in this story. Nothing like a protagonist operating from the sidelines to show how insignificant he is, eh? Franklin’s arc essentially culminates in Lester housing him in an expensive, extravagant house in the hills, a shoehorned, sudden event that happens at an anticlimactic midpoint in the game. Hooray? Franklin’s inclusion is either the developers refusing to stray away from the hood environment that defined the conceptual backbone of San Andreas, or that GTA V had to have three playable characters because GTA IV did, like a younger sibling who whines that his older sibling’s piece of cake is bigger and therefore demands to have the same amount. Neither reason justifies the existence of Franklin, who is undoubtedly the series’ weakest protagonist.

Franklin’s role as the neutral mediator between the two actual driving forces of the narrative starts to actually hold some weight when all of their actions eventually culminate in shit hitting the fan (sort of). Suddenly, corrupt FIB agent and massive douchebag, Steve Haines, urgently requests that Franklin whack Trevor because he’s stirred up more shit than a witch’s cauldron. Alternately, billionaire magnate and fellow douchebag, Devin Weston, makes the same demand to Franklin, but to kill Michael instead, as revenge for him sabotaging a real estate deal. The last mission of the game sees Franklin ousting one of them, a choice the player has to make that will result in the decided target permanently being locked from playing as in that save file. Are they serious? In what timeline in any multiple universes would Franklin ever consider killing Michael over Trevor? Franklin and Michael are genuine friends, albeit if their relationship was formulated overnight for the sake of narrative convenience, and working with Michael has been the perfect avenue for Franklin to accomplish his long-term goals. Some have stated that Michael is manipulating Franklin to live a life of crime under his wing, but Franklin doesn’t seem to have any reservations about how he earns a living. Meanwhile, Franklin only sees Trevor as a source of comic relief at best and a terrifying nutcase at worst. Plus, Trevor has kicked far more beehives than Michael, so plenty more people will be appeased if the drug-addled spitfire is dealt with. The player also has a third option to defy all of the threats at hand alongside Michael and Trevor, which will result in all three characters surviving the end of the story unscathed. On second thought, this is the only ending that makes sense from the player’s perspective. Why would the player ever want to sacrifice a playable character and remove all of their individual content? The “Deathwish” mission is misleading, as it isn’t a risk in the slightest. I’d comment that there is no feasible way to kill two men of prestige as they do, but they’ve proven that there are no ramifications for their actions with every event leading up to this.

How does one make GTA V’s ending make sense? Simple, firmly establish Trevor as the game’s antagonist. I’m not saying he can’t be playable, but the game has to relinquish him at some point, and the game even provides just the occasion. Michael isn’t so much afraid of Trevor as a fellow human being and crime compadre; rather, he’s afraid that he’ll dig through Michael’s dirty secrets from a decade prior and strike oil at the full extent of the awful truth. I guess one surprising trait Trevor exhibits is that he’s a bit of a sentimentalist, pining for the days with his old crew intact, including Brad. We know that Brad is dead, but Trevor believes he’s simply incarcerated. Once Michael and Lester make too many deflections on Trevor’s plans to break Brad out of his supposed cell, a lightbulb shines over Trevor’s head that takes him back to North Yankton. Michael follows him to adulterate the evidence, but Trevor soon finds that Brad is rotting in a coffin in Michael’s place. How does this unhinged maniac respond to the extent of Michael’s deception? He avoids Michael for a few days and then harps on it in a pouty, passive-aggressive manner like a scorned spouse. Really, Rockstar? Seeing Trevor respond like this, knowing his penchant for depravity and vehement rage, is fucking pathetic. This should’ve been the point where Trevor becomes the sharpest thorn in Michael’s side, and killing him should be more of a no-brainer.

Grand Theft Auto V reminds me of something insightful, albeit cynical, that a high school teacher of mine once said about the alcohol industry. You see, Coors Light, one of the biggest beer brands in the world, has a gimmick where its cans turn blue once they are cold and therefore, sufficient to drink. As a fifty-something man who had been drinking legally for decades, he pointed out that he doesn’t need a visual aid to know when his beer is cold. What he alluded to is that this gimmick would only impress a demographic too young to legally consume its product, namely, the kids he was speaking to. Alcohol corporations would be overjoyed if children could indulge in their wares to maximize profit, separating law and business like church and state. Children are also not supposed to be playing Grand Theft Auto, but this doesn’t mean that they aren’t designing their games to cater towards this lucrative demographic, regardless. This is why I believe GTA V is as undemanding and streamlined as it is, to placate their impressionable, secret customer base. As an adult, I did admittedly still have fun playing it, but everything from the effortless ease of the mechanics to the slapdash story resulted in a flaccid, impotent experience. Then again, GTA V has become the second best-selling game of all time as of writing this, so what the fuck do I know? I’d like to point out that R-rated movies rarely ever break sales records like these, by the way. It’s about time that an heir appears to knock GTA V off its pedestal and end this unethical, extortionate cash flow. Still, I fear that Rockstar’s successful business model will just produce a new product that will commit the same sins all over again.

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