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Welcome!
Welcome to Cirque D'Geezers, a co-ed videogame clan built of Geezer Gamers.
Our mission is to gather as many mature Xbox-lovin' Geezers for friendly competitive play on Bungie.net and other gaming venues, regardless of rank, shoe size or mortgage payment. Feel free to browse around in our public forum for more information on how to join. Upcoming Events Caught on Film
Kit's Taunt
Watch KitKatGrrl in action as she takes on this guy who thought he was safe in the bubble.
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News
Rockstar is one of those studios whose name is becoming synomynous with blockbuster games, so it is no surprise when stories filtered in that they had acquired Red Dead Revolver, that there was a good chance something epic was looming on the horizon. Well, on May 18th, Red Dead Redemption launched with a veritable fanfare, promising wannabe cowboys and cowgirls a chance to play out in the old West, shoot folks, hogtie wenches, collect bounties, hunt wildlife and to be able have robust single and multiplayer gameplay. Having been able to put maybe 75 hours into the game, I can safely say mission accomplished.
You take the role of John Marston, a former gang leader of a bunch of bad outlaws. However, in a mission gone bad, you're left for dead by your gang, and you take the opportunity to retire and start a family. Family life is good, but its rudely interrupted when you are given an ultimatum to help track down your former band of renegades, in particular its leader, your former friend Bill Williamson. The game gives you that basic background, but how the story unravels and at what pace it does is entirely up to you. John is quite a charismatic guy, and has a good heart, as evidenced by his willingness to take on several good samaritan missions for the greater good. The game is a third person shooter, so people familiar with Mass Effect aiming or other popular third person shooters shouldnt have any problems adapting. It did not take me long to get used to the mechanics. This game will definitely appeal to fans of Grand Theft Auto, despite claims that suggest otherwise. The single player will have you doing errands (go to point A, kill some bad guys, flee to point B etc) but the missions are still fun, varied, and gives you a chance to admire and enjoy the spectacular vistas and landscapes. If you dont want to do a mission, the game offers plenty of side quests, and other fun ways to pass the time. The plains provide you with plenty of random encounters, ranging from saving someone from wild cougars, to retrieving stolen horses and wagons, to helping lawmen corral a fleeing fugitive, to performing shooting challenges for money. Additionally, you can hit up a saloon, start bar fights, or play one of several mini games. If you like poker, the game has a few poker tables scattered over the map. If blackjack's your game, it has that too. Liars Dice is also a popular gambling game that can be lots of fun. For folks who prefer more athletic and brawnier pursuits, you have the opportunity to arm wrestle, pitch horseshoes, break horses, or do night watchman patrols. If you fancy yourself as a Wyatt Earp, you can accept bounty hunts, and spend time cleaning up the wilderness, ridding it of desperadoes. You may even get challenged to prove your pistol skills in the time honored Wild West way - by duel.
You can do all that and so much more. For example, if you have no desire to kill anything, you can collect herbs. You can buy and browse a newspaper. The newspaper does a nice job of including some of the stories and missions you may have completed prior to reading the latest edition. It is fun to read about some of the success stories you have making it into print. Additionally, you can participate in races. You can even watch a movie, which is a pretty short cartoon that was added as a nice touch. To get around this huge wild land, you have multiple options. You can run on foot, ride on horseback, drive wagons or even take a train. To cover bigger distances, you have the option to take a stagecoach ride (with the option to skip to your destination) for a small fee (with the wonderful bonus of eventually becoming free if you reach certain fame and honor). The best option by far is to make a campfire out in the wilds, and choose to fast travel from it. You can travel to towns you've visited, or to any waypoint you select on a detailed map. This means you can cross one side of the map to the other in a matter of seconds (with suitable time elapsing to simulate travel time). This is a huge timesaver, as to ride from one side to the other would be a heck of a ride. I have tried it, and it is a good 5-10 minutes of solid galloping and that is not factoring in distractions, terrain, and detours that may be necessary to cross a bridge, or avoid cougars, or a chasm/canyon. The campfire also offers you a chance to save your game at that point, which is also great, as otherwise you're restricted to saving the games at houses and rooms across the map that you can purchase or rent.
If you need a break from single player, Red Dead offers a pretty fun multiplayer component. I wouldnt suggest you pick up Red Dead Redemption solely for multiplayer, as the value of the game lies with the huge sandbox single player. However, the multiplayer is far from a last minute add on. You have options to play team games such as Deathmatches (called Shootouts) or objective games that are similar to games like Capture the Flag. You also have the option to form posses of up to 8 people, and go into Free Roam. This mode basically gives you the whole playing area as your sandbox, and you and your posse can spend many hours assaulting gang hideouts, shooting each other, hunting game, collecting herbs, or shooting each other. The multiplayer has a ranking system and its pretty easy to rank up, with XP being given for a variety of tasks and challenges. You get 10XP for just killing your friends, so there's no immunity to friendly fire here. You will need to expect to be dynamited, knifed, shot, punched and set on fire by your friends. The quick respawn means you can get back in the saddle fast, and return the favor. There are lots of weapons, characters, horses and titles to unlock. You start with a donkey but can soon get a horse. Later on, you can unlock cattle and even the fabled zebra donkey at level 50. Despite its surprisingly solid multiplayer, which Rockstar has improved by providing DLC in the way of co-op missions and more multiplayer maps, the meat of this game lies with the campaign. The voice acting is superb, and the supporting cast are really good. Red Dead Redemption captures a lot of the essence of a true Western. Rockstar hit a home run with this game in all areas. The vistas are stunning. The characters are likeable and have some fun interactions with your character (you'll encounter some real oddballs too - Seth being one you meet quite early). Rockstar even paid special attention to the music in game, ignoring the allure of perhaps adding popular rock tracks and instead adding musical score worthy of a Clint Eastwood spaghetti western. The campaign has a long storyline that is fun to experience. You will do a lot of different missions to advance the storyline, and the game strives to immerse you in as much culture and realism as you could hope to experience from a video game. The campaign is well worth playing though and completing. The campaign takes some unexpected twists and turns, and the tale of John Marston definitely has a surprising ending. Upon reflection, the choice of how they choose to tie up the story in Red Dead is really interesting and just leaves a fantastic opportunity for a sequel.
You will have a ton of fun as John Marston if you can handle the idea of doing quests (which may seem a little repetitious at times). His quest to eliminate his former gang members is a fast, enjoyable ride, and you'll be leaving a trail of dead bodies in your wake as you pursue your former compatriot. I will be honest - I got tired of GTA but never tired of Red Dead. Though the two games share many similarites, there's something about strapping on six shooters and riding horses around spectacular scenery that appeals so much more. With the plethora of options available to keep you busy, you can easily spend dozens of hours immersed in this game. Well, time for me to go saddle up again - I hear a nefarious robber has been spotted hiding out at Hanging Rock. Yeeeeehaaaaaaaaaaaaaaaa! We recently were able to add yet another quality gamer into our ranks, as ABrokenCircuit agreed to join our cult of clowns. His infectious never say die attitude and tireless teamwork has seen him fit seamlessly into our clan. How did Circuit break in? Read on!
ABroken Circuit encountered us first over at GeezerGamers, where he signed up looking for mature gamers to help tackle the online wilderness. Luckily for us, and perhaps unluckily for him, we found him in Modern Warfare 2, and he started gaming with some of our COD Cirques. A recent Modern Warfare Geezer league put him onto a team captained by F1at1ined and with several veteran COD folks, and friendships were born. Through the league schedule, with matches and practice sessions, Circuit integrated himself with his teammates, and these friendships and opportunities to party up and game have extended well beyond the culmination of the League. After hooking up with Cirques on a regular basis on the Modern Warfare battlefield, Circuit approached F1at1ined about the Cirques, and the rest is history. We are excited to have Circuit on board. He brings an enthusiastic work ethic and is an unquestioned team player. He can play the role of a slayer, an objective rusher, or a stealthy assault specialist. He's willing to take down air support and always is quick to share intel. Qualities that Circuit oozes are wonderful to find in a teammate and clanmate, so we are thrilled to have him as part of our roster. With the Cirques constantly looking to test their mettle in challenges both on the Halo and COD battlefield, it is always great to add valuable and enthusiastic new members to the fold. I am sure we'll be seeing plenty of Circuit on all kinds of battlefields in the future. With Halo: Reach just around the corner, and COD: Black Ops not that far away either, there looks like there will be plenty of games for the Cirques to team up with, and I am sure Circuit will be right alongside his new clanmates! If it wasnt so pricey to change his gamertag, perhaps he could consider changing his gamertag to ABrokenCirquit LOL. Welcome to the Cirques, Circuit! I apologize that this intro piece was long overdue for you, but better late than never, eh? CdG's resident freelancer Poobone has been hard at work on his latest article. The purpose of this article is to fill you in on all of the details surrounding the story of Halo: Reach, the gameplay changes, how those tie into the fiction, and other things to be aware of which will prepare you for the retail release of Halo: Reach on September 14th. Poobone will be taking you on a crash course of some not-so-well-known facts about Reach and the fiction of the Halo universe that it is wrapped in. So..read on!
I have been a die-hard fan of the Halo fiction since Bungie unleashed its opus in November, 2001. Since then, I've bought every Halo game at midnight of launch day, played all the campaigns countless times, read every book (all seven including Halo: Evolutions) at least twice, and I own the graphic novel and the Art of Halo collection. Bungie has said that Halo: Reach would not follow the events of the novel "The Fall of Reach" and many people have mistook this to mean that they are ignoring the fiction contained therein. This is not the case, but simply their game follows a different story set on Reach, with a different set of characters. WARNING: This article contains massive story spoilers for the Halo video games released thus far, the book Halo: The Fall of Reach, as well as minor spoilers for the book Halo: Ghosts of Onyx. The story so far.... So it's a prequel to Halo: Combat Evolved, and it takes place on a planet called Reach. This planet will get glassed by the Covenant, and many millions of people will die before the game ends. Simple right? Not so much. There's many details you may or may not be aware of. We will start broad and then work our way down to the nitty gritty. You play the role of "Noble 6," a replacement for a recently KIA member of Team Noble. You are not a Spartan II, like the Masterchief, but a Spartan III. Your job will be to follow orders and try to eliminate the Covenant threat on Reach along with the rest of your squad.
What's the difference between a Spartan II and a Spartan III? Many people are unaware that the Spartan program was started before the human/Covenant war even began. Originally, the Spartan program was created to help the UNSC fight "insurgents." The first Spartan program, (of which Sgt. Avery Johnson was rumored to be a part of) was disbanded shortly after its inception and the soldiers were split up and put into different units. Later, in the year 2517, came the Spartan IIs, a class of 150 children kidnapped (with flash clones put in their place so as to anonymize their identities) around the age of 7 and taken to Reach. There, they endured extreme mental and physical training, and eventually a series of biologically augmenting surgeries that killed or crippled all but 33 of them. Later, they would be fused with the Mjolnir technology, which made up the armor that the Spartan IIs wear, which offers them enhanced battlefield awareness, speed, and rechargeable shields. In 2525, the Covenant attacked the planet Harvest in the outer colonies and the war began. 27 years later, the desperate UNSC, devised a plan that would use an up-and-coming Captain Keyes, on a ship called the Pillar of Autumn, stocked with one of the most advanced artificial intelligences created, Cortana, and a team of Spartan IIs. This operation would take the ship into Covenant territory, where the Spartans would kidnap a Prophet and use him as a ransom to force a treaty negotiation. The operation was to be launched from the planet Reach, where the Spartan program had started. However, just before The Pillar of Autumn left, a Covenant fleet arrived and the invasion of Reach began. The Spartan IIs went ground-side to defend the planet, and only Masterchief made it back onboard. As the planet was glassed, the Pillar of Autumn (in accordance with the Cole Protocol) made a blind jump into space to lead the Covenant away from Earth, and arrived at the first Halo. This is where Combat Evolved begins. What happened to the rest of the Spartan IIs? We'll cover that later. Who are the "insurgents?" The insurgents are basically human revolutionists who wanted to live on their own planets/colonies throughout the galaxy free of the governmental regulations of the UNSC. In trying to gain their freedom, their protests would often get violent, and in many cases led to terrorism. Rather than sacrifice the lives of many to quell this terrorism and violence, the Spartan program was created in order to make an elite few soldiers who would be able to handle any situation as it arose. It's important to know that this threat exists/existed for the UNSC, because at the beginning of the game (as detailed by Bungie for their Game Informer article) the Spartans of Team Noble think that the attacks are the work of insurgents, not the Covenant.
Okay, so get onto the Spartan IIIs, how are they different? The Spartan II project was a massive undertaking, and each Spartan soldier cost millions of dollars worth of R&D for their tech and training. Whenever a Spartan was lost, it was a massive blow to the UNSC army. They needed a cheaper solution. That solution was the Spartan IIIs. They were trained faster, selected at an older age, the selection criteria for who would be kidnapped was wider than the Spartan IIs, and they were suited with cheaper technology. This is why your shields/armor in Halo: Reach are not as strong, and why the Spartan IIIs are shorter than Masterchief. And Noble 6 is part of a team of Spartan IIIs? Not entirely. While five of the characters, including the character you play as, are Spartan IIIs, one of the members of Team Noble, Jorge-052, is a Spartan II. He's pretty easy to spot amongst the group, as he's taller, bulkier, and is often seen carrying heavy weaponry. For the record, the other members of Team Noble are Carter (Commander of Team Noble), Kat (Lt. Commander), Emile (grenadier), Jun (sniper), Jorge (heavy weapon specialist of course), and an unidentified lone wolf Lt aka 'Noble 6' aka YOU. Why Reach? What makes this planet so special that the game should be set there? Reach is the military headquarters for the entire UNSC. It's where the Spartan program was started, it's the last human defensive stronghold before Earth, and, most importantly, the battle that occurs there directly lead to the events of Halo: Combat Evolved and the discovery of The Flood. Speaking of which, The Flood won't be in this game will they? It's impossible to know for sure but I'd be surprised, since in all of the fiction surrounding these events, there is never any mention of Flood. HOWEVER, it is possible. Of the Spartan IIs that remained on Reach when The Pillar of Autumn left and the Covenant began glassing the planet, some did survive, and they survived in a location where the Flood COULD be... under the surface of Reach inside a Forerunner structure. And of course anytime we've seen The Flood, they've come out of containment in Forerunner structures.
What? There are Forerunner structures on Reach? Throughout the entire human/Covenant war, the main goal of the Covenant leaders was not to wipe out the humans. They were after the relics of the Forerunners, the long-extinct alien race that built the Halo rings. In several battles, Harvest and Sigma Octanus IV being just a couple, humans just happened to live on planets that housed Forerunner relics. The Covenant leaders waged war, with the primary goal of securing these relics, and finding the way to begin "The Great Journey." Of course we know the Great Journey involves the firing of the rings, and wiping out all life. The Forerunners did this in an attempt to starve The Flood 100,000 years ago. The Covenant think they did this to transcend themselves into Godhood, and it is why they seek to light the rings as well. There are Forerunner relics and structures buried under CASTLE Base on Reach, and it is these artifacts that the Covenant are seemingly after when they arrive on Reach. Where can I learn more about the history of the human/Covenant war and the Forerunners? I'd highly recommend you read my favorite Halo novel "Contact Harvest" by Joe Staten. It covers the first encounters in the war told from the perspective of Sgt. Avery Johnson. It also gives you great insight into the Covenant hierarchy, why they want to kill humans in the first place, how Truth, Mercy, and Regret came to be the hierarchs, the back story of their treachery, and also gives you some details on the REAL main character of the entire Halo story, Mendicant Bias, the Forerunner AI that interacts with the player through the terminals on the Ark in Halo 3. Wow, that's a lot of information! Any other story/character info I need? She may not be in Halo: Reach, but Dr. Catherine Halsey is the creator of the Spartan program, and the person whom Cortana's mind and personality were emulated from. Also, Buck, everyone's favorite Nathan Fillion-voiced marine from Halo 3: ODST, is almost guaranteed to at least make an appearance.
What about other details not related to story? Anything I should be aware of? First off and most basic: your field of view has been increased. It may not be instantly apparent but you can see roughly 30% more as you are moving around throughout the game. As a result, to be comfortable, I recommend you turn up your look sensitivity at least one notch from what you had it set to in Halo 3. You will also notice a discernible difference between the size of your character and the Covenant Elites now. They will pose a formidable threat in Halo Reach. In fact, even Jackals and Grunt will seem to be much larger to you, because you are no longer the size of Masterchief. In addition to this: you're a Spartan III, like we covered, so you can't jump as high as you could in Halo 2 or 3, and you will take fall damage. You also have a health bar in addition to your shields. Ala Halo: Combat Evolved and Halo 3: ODST, you will need to find health packs throughout the environment to replenish your health. Unlike these games, however, you can't simply walk over these health packs, you need to press the "use" button to grab them. Also, because you're a Spartan III, you are shorter and run slower. You may not notice this just moving around the environment, because your point of view is closer to the ground, it feels like you are moving faster than you actually are. You are likely to notice once you get into battle with some Elites who can easily outrun you though, or when you realize that you no longer tower over some of the other Covenant forces. Sounds like a lot of small changes? Any tips? I don't want this to become a strategy guide but I will drop some tidbits of knowledge that are essential to your enjoyment of the game. The first thing to understand is the difference in shield technology and melee combat. Now when you melee someone, you will only knock down their shields. Meleeing an enemy with no shields will net you a kill. If you unload with an assault rifle and you punch an enemy before their sheilds pop, you will not get a kill (unless it's an assassination from behind). There is a very obvious yellow buildup and then "pop" of your opponents shields. Hold off on meleeing while in close quarters combat until you see that pop. Next, grenades have received a bit of a buff. They do roughly the same amount of damage but the area of damage they can cover has been expanded. A grenade that wouldn't have hurt you in Halo 3 may be close enough to knock your shields down in Halo: Reach. There are more ways to use EMP than ever in Halo: Reach. EMP can be used to stall vehicles or drop an opponent's shields. The charged plasma pistol shot still does this of course. The new grenade launcher has rounds that emit an EMP burst when detonated. Lastly, the new armor lock ability releases an EMP burst when you come out of it. This is particularly useful when dealing with sword/hammer enemies, or someone who has the drop on you and is coming in for a melee. By locking up just before an enemy strikes, you can block their punch and then unlock, releasing an EMP blast that can drop their shields leaving them vulnerable for you to finish off. The pistol should be your best friend. It fires the same bullet as the DMR (essentially the new, single-shot Battle Rifle) meaning it does the same amount of damage: 4 shots anywhere to drop shields, followed by a single headshot for the kill. It can be zoomed in making it effective at range (though not quite as accurate at range as the DMR). In close quarters combat, you can pull the trigger fast enough to take down an opponent who is unloading on you with an AR before they kill you, and in most gametypes, you spawn with it as a Spartan. During the Reach beta, this thing was my baby. I'll leave you with one quick prediction: Bungie has said that they are building their multiplayer maps based on environments in the campaign and placing them into the single player maps that you will go through, as a way to further fuse the multiplayer locations into the fiction. You can see evidence of this on the map Powerhouse. Near the back of the map where blue team usually spawns, there is a road. On one end of the road is a gate that is locked. The other end takes you to a destroyed bridge, and that road continues on the other side of the crevice. You will probably be moving along this road in the single player, with bridge in tact and gate wide open, and it will probably be easy to drive right by Powerhouse and never know it was there.
Bungie also said that because of this there were lots of maps they couldn't include in the beta because it would give away details on environments they would be taking the player to later in the game. If you watch the April Fool's day video Bungie released showing Chess in the Halo: Reach engine, you may notice something about the environment they are playing in: it is clearly inside a forerunner structure. There is no mistaking the architecture. That this was even designed in the engine leads me to believe that the single player will take you to some underground Forerunner structures, possibly to a Flood research center, or even a portal similar to the one on Earth that sent you to The Ark. The possibilities are limitless. September 14th is fast approaching. The countdown until we become Noble 6 is underway, and this day cannot come soon enough. I'll be there at midnight ready to get my copy, and cannot wait to join up with Carter, Kat, Jorge, Jun and Emile as soon as I can.
This article was written by CdG's newest freelancer writer Poobone. For this article, the first in what we hope will become a regular feature, Poobone will be introducing you all to a sleeper cult classic hit that slipped under the radar of more people than a game of this stature probably should have. Given the relative dearth of titles fitting this genre, perhaps his review will entice some of you to check out this game, and take on the role of Razputin. Dive into the article below to find out more...
Psychonauts was developed by Double Fine, an up-and-coming new developer at the time that has since gone on to make “Brutal Legend,” a good game in its own right but altogether inferior to their earlier effort. The team was formed around Tim Schaffer, who has been a part of such cult classic adventure games as Grim Fandango, Secret of Monkey Island, and Day of the Tentacle (the sequel to one of my favorite NES games, Maniac Mansion). Much to my dismay, Psychonauts followed the path of most of these games… it’s become a cult classic, rather than a resounding success, as its metacritic score would indicate it would become. Those who have played it, for the most part, have loved it. However, due to its quirky style and complete lack of advertising (thanks a lot Majesco) this game has set on store shelves, and is now out of print. Luckily for you, however, the game is on the Xbox 360’s backwards compatibility list and is available from the Games on Demand service for 1200 Microsoft Points (or $14.99). The story of this game is as follows: You play Razputin (or Raz for short) a cute, goggle-sporting kid who has psychic abilities. His parents forbid him to use his psychic abilities so he runs away to a psychic summer camp. In this camp, kids are learning from the best psychics in the world how to harness their abilities. At the start of the game, you will perform actions that fit with the summer camp theme, such as scavenger hunts, digging for arrowheads, and peeking in through a hole in the side of the girl's cabin. Once you start training, however, you will be thrust into your camp counselors' minds, and there you will perform many different tasks, such as fighting "censors" (nasty enemies displayed as lawyers in suits who try to get rid of unwanted thoughts, ie. YOU) sort out emotional baggage (literally baggage scattered throughout the level that you want to re-unite with their lost luggage tags) , collect figments of one's imagination, and most importantly, learn to use your psychic skills such as clairvoyance or levitation. Initially, Psychonauts feels like a very open-ended game, especially because upon your first venture into the camp area, you'll find yourself able to just wander around, chatting it up with other campers or even just listening in on their completely insane conversations. The camp and its many areas make up a hub world, where you can access lots of different things, including a camp store, an underground tram that cuts down on backtracking, and all sorts of little hidden areas that yield bonus items. However, the most entertaining element of the camp world is all the little bouts of dialogue you can discover. (“You seen hairless bear? Bear, with skin, where hair should be?”) Depending on what stage of the game you're at, the conversations change up quite a bit, meaning you're not going to hear much repeating dialogue. This is where Tim Schafer’s genius comes through. The man is TRULY funny.
While the characters are the best thing about the game, the bulk of their entertainment doesn't come from their real-world conversations, but rather from their minds. As Psychonauts revolves around a bunch of psychics, the bulk of your time will be spent traversing the perils of people's psyches. This is where Psychonauts truly shines. You'll be able to enter the minds of more than a dozen different characters in the game, and each mind serves as one of its own level. Each level is completely unique. For instance, when you enter the head of Coach Oleander, you'll find a war-torn landscape filled with constant explosions, plants made out of ammunition, and, for reasons not immediately apparent, lots and lots of meat. In another example, you enter the mind of a crazed security guard named Boyd Cooper, who is utterly obsessed with nonsensical conspiracies and someone called "The Milkman." His mental landscape looks like a 1950s-era suburban neighborhood that's been picked up by a pair of hands, twisted into a topsy-turvy fun house, and occupied exclusively by shadowy agents in trench coats who try to convince you that they're just simple street workers, or hedge trimmers, or grieving widows. Instead, they just look like cartoony feds in pitiful disguises, trying to find the said “Milkman” who is hiding somewhere in the suburban landscape. It's all totally weird, totally unique, and totally brilliant. You will be spending at least some of your time in each level engaging in the usual platforming shenanigans, like jumping and double-jumping over platforms, swinging from poles, walking tightropes, and so on. In that respect the mechanics are most easily related to a game like Mario 64. When the game is in full-on platformer mode, it plays very well. The controls are tight, precise, and various power-ups you acquire throughout the game enable you to perform more and more acrobatic abilities. No two minds are exactly alike in Psychonauts, both aesthetically and in terms of gameplay. In one level, you have entered the mind of a schizophrenic, whose alternate personality is that of Napoleon Bonaparte. The entire level takes place on what looks like a giant “Risk” board game. You’ll shrink down to the size of a regular soldier and move around the land to recruit new pieces/soldiers to your cause, and then you'll return to your normal size so that you can move them around in classic strategy game fashion. In another level, you’ve entered the mind of a former bullfighter, who’s heart has been broken and driven him to depression. You're fighting neon-tinted luchadores and a big, hulking bull in what looks like a velvet painting of a congested Spanish city. There’s tons of other things that you will discover on your own while going through this title... not half of which could be summed up in these few paragraphs. This sort of variety in both level design as well as moment to moment gameplay mechanics is rarely found in gaming, and is one of the reasons this title has become such a revered classic. In terms of visuals, the game holds up remarkably well, most likely because of its stylized look. By not going for a realistic, textured world that would look dated within a year, the developers decided to go for a more cartoony look, which also allows them to have fun with their zany character models. It’s not quite cel-shading, but it’s definitely heading in that direction. The framerate is smooth and the animations are well-done. It’s a title that even 5 years after its initial release, I can recommend to anyone who enjoys gaming and laughing.
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Pinky Swear
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