Crazy Taxi is an open world racing game developed by Hitmaker and published by Sega. The game was ported to the Dreamcast in 2000. The main objective of the game is to pick up customers and take them to their chosen destination as quickly as possible. Along the way, money can be earned by performing stunts such as near misses with other vehicles. The player is directed to a destination by a large green arrow at the top of the screen. The arrow does not adjust based on obstacles, but rather points in the general direction of the destination. Once the player arrives near the destination, they must stop within a specified zone. When the destination is reached, that customer’s fare is added to the player’s total money earned. Ratings are then awarded depending on how long the player took to complete the journey. If the customer’s timer runs out before the player reaches the destination the customer jumps from the taxi.
Players can select three, five or ten minute settings, or the Arcade Rules used in the original coin-op version of the game. In the three time-limited settings, play continues for the designated period of time, after which the cab automatically stops and no more points can be scored. Under Arcade Rules, the player starts with an initial time limit of one minute, which can be extended through time bonuses earned for quick deliveries. Console versions of the game also feature a mode known as Crazy Box, a set of minigames that feature challenges such as picking up and dropping off a number of customers within a time limit, bowling using the taxi as a ball, and popping giant balloons in a field.
The arcade version of the game includes one stage, and an additional original stage was added for the console versions. Both stages are based in sunny coastal California locales, with steep hills and other strong similarities to San Francisco. The player has a choice of four drivers and their cabs, each of whom has slightly different attributes.
- Crazy Taxi Mashup (gamepadglory.wordpress.com)
- Crazy Taxi PSP (crazytaxigames11.wordpress.com)
- Crazy Taxi iOS review (mobot.net)
- Top 8 re-releases for Xbox Live Arcade – Classic games we’re happy to get to see again (30plusgamer.com)
- SEGA’s weekend App Store sale includes Crazy Taxi and more (idownloadblog.com)
He is everyone’s favourite blue hedgehog and we all know he has a problem with water. Sonic often finds himself in a watery grave, we all get that sudden panic when the music changes and the countdown begins.
- Swim Safely: Know the 8 Warning Signs of Drowning (allstate.com)
- Rumor: Sonic to appear in next Mario Kart? (gimmegimmegames.com)
- Sonic the Hedgehog (planetofthegamer.wordpress.com)
- Sonic And Mega Man’s Enemies Team Up To Make Messed-Up Robots (kotaku.com.au)
- Sonic the Hedgehog review (insidesocialgames.com)
Last month, a game called ‘Castle of Illusion’ was found on the Brazilian Ratings website for Xbox 360, PS3, Vita and Wii U.
- Castle of Illusion out this summer (joystiq.com)
- SEGA Confirms Castle Of Illusion Starring Mickey Mouse HD Remake, But Not For Wii U (mynintendonews.com)
- Castle of Illusion remake announced for PSN, XBLA, and PC (destructoid.com)
- Castle of Illusion remake coming this summer to XBLA/PSN/PC (gimmegimmegames.com)
- Three Great Discarded SEGA Mascots (epicagames.com)
SEGA announce Sonic / Megaman: Worlds Collide
Two of the most celebrated icons in video game history will come face to face for the first time ever in this summer’s most anticipated comic book crossover – Sonic the Hedgehog/Mega Man: Worlds Collide! Prepare for the ultimate battle of good versus evil when these true blue heroes team up against the nefarious doctors Eggman and Wily, showcasing fan favorite characters from each of their respective video game universes. This epic 12-part crossover kicks off April 10 and will span three comic book series – Sonic the Hedgehog, Mega Man and Sonic Universe. Don’t miss it!
- Exclusive Preview: Worlds Collide In ‘Sonic Universe’ #51 (geek-news.mtv.com)
- Sonic and Mega Man team up in 12-part crossover comic (polygon.com)
- Take a Look at How Sonic and Mega Man Level Up in Their Archie Comics Crossover (kotaku.com)
- Download a sneak peak at the Sonic / Mega Man crossover (destructoid.com)
- EXCL PREVIEW: Sonic Guest-Stars In “Mega Man” #24 (comicbookresources.com)
Aliens Colonial Marines: How long is too long and should it have happened?
Initially when Colonial Marines was picked up from the previous developer TimeGate it must have been a total mess, half coded, half imaged, half conceptualised with many ideas all mashed around the place. Its like looking into one of those guys garages who thinks he is great at fixing engines and machines only to get half way thought the thing to find out, oh I don’t actually know what I’m doing. TimeGate previously made Section8 which was a half baked game at best but with an amazing concept idea.
Now when I get an idea in my head, sometimes out of no where, like ‘hey I’m going to build myself a gaming room in the loft’ you get the ladder out, climb up there and start shifting things about. Then you take a look about the place and start assessing your surroundings, thinking to yourself ‘hummm… ok well I have the space now, but its totally bare’. You suddenly find yourself saying, right I need flooring, lighting, power points, internet points, TV, a desk, chairs, kettle, sound, it goes on and on. In the end its ‘hummm… ok now it sounded like a good idea but maybe its not going to work out’. This is the point where you either make the right or wrong decision depending on a few factors, such as do I have the money, skills, time, persistence to do this. Can I realistically make all these needs come together so that this works. If the answer is no, climb down the ladder, shut the door and get on with your life. I hope you see where I am going with this.
I strongly believe that during the games development Gearbox got in too deep and didn’t realise they should have climbed down the ladder. If they had decided to cut their losses and shut the door on the game, yes there would have been a lot and I really do mean a lot of upset fans, but the companies development skills and integrity for the most part would have remained intact and unsullied by this erm… well what do you call this? I think without being to harsh lets just call it a questionable effort to make something not so shiny, shiny again.
So when you are faced with a final product like Aliens: Colonial Marines, which you have without a doubt put effort into but know isn’t good, what do you do? Well you fabricate a portion of the game and hope the loving, adoring fans will keep the faith purely because of your history? If you come to that conclusion you really don’t know gamer’s or critics well at all.
Its not like the game is totally unplayable, there are sections of the game that bring up the feelings I would expect from a game in the Aliens franchise. When this game was going through Q&A did no one say ‘wait guys, this game looks like CRAP’. Who knows what went on and what they decided, only time will tell.
So going back to my opening question, how long is to long and should it have happened? I think when a game is tossed from one team to another, the vision can easily be lost. The concept changes, the drive is different, how can you make a game that fans with love when it is based on the half finished vision of someone else. Can you really take someone else’s product and touch it up with your own ideas when it has already been hashed and re-hashed again. You don’t have to look too far to find another game in the same situation with the same problems… Duke Nuke Forever. Can you start sculpting the statue of David and half way through decide to make the statue of Liberty using the same stone, who knows?
We the gamer’s know, that’s who.
- Aliens: Colonial Marines – Xbox 360 review (gamepadglory.wordpress.com)
- Aliens: Colonial Marines SOLVED! (5ofdiamonds.wordpress.com)
- Aliens: Colonial Marines made in just nine months – rumour (vg247.com)
- From Dream To Disaster: The Story Of Aliens: Colonial Marines (kotaku.com)
- From the Makers of Most of Aliens: Colonial Marines Comes a Much Cooler Shooter (kotaku.com)
I mean its like somebody is shitting in my eyes. Please, just look really close, you don’t see shit?
So Colonial Marines then, it’s hard to know where to start really, the game had been in development for quite a while and at one point was actually meant for the Playstation 2. I had high hopes for it as a lover of the Aliens franchise (even 3 and 4 were enjoyable in their own way) and the original story trailer released at the tail end of 2012 actually managed to make me more excited seeing as it became apparent that Michael Biehn and Lance Henriksen were reprising their roles from Aliens in some capacity.
I preordered the game, picked up up and fired it up only to be greeted by the biggest mess of a game I have ever played, the graphics were appalling and would have been terrible in the PS2s era much less in the same time period as games like Journey, it was buggy as hell with the energy bar seeming to deplete for no reason and with the added bonus of the game repeatedly killing you because the weapons don’t seem to aim properly. The only positive thing I can say for it on any level is that the sound is very good, the pusle rifle sounds authentic but on the whole it just seems as if the people who developed it deliberately ignored 10 years of progress in the first person shooter genre and released a half finished game with a view to cashing in before word of mouth killed it.
The game was so bad that I took it back a week later to try and return and when I was told I had to trade it at a significant loss I didn’t argue the point as at this point I was just desperate to be rid of it.
All in all I would rate it at 0 out of 10. It’s insulting that a game can be released in this shape in this day and age, Lopez Green.