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Friday, 28 June 2013

Chocobo's Magical Dungeon 2 [U] ISO

Chocobo's Magical Dungeon 2 [U] ISO






Description :

Chocobo's Dungeon 2 is a sequel to Chocobo's Mysterious Dungeon. Unlike the first one, it was released in North America, in late 1999. 

Gameplay

The player plays as Chocobo who explores dungeons with a monster partner, which can be controlled by a second player. The dungeons are randomly generated. The battle system is not like those of most Final Fantasy games - it is more action oriented, allowing the player to walk around and position their chocobo strategically for battle.
Perhaps the most unique feature in Chocobo's Dungeon 2 is the item system. Though having claws, collars and saddles as equipment is a novelty by itself, the most unique feature is the fusion system. Stoves and recycling bins allow the player to combine claws or saddles to create newer, more powerful ones. As for the magic system, the player must collect books and use them against enemies in which the corresponding spell element will level up, through the use of obtained feathers.
Once in a while the player will also gain different abilities with the spellbooks, such as using a Quake book with a Quake All feather will result in the whole visible area around Chocobo getting affected by the Quake spell. Other than spellbooks, the player can collect stones, which can be used to summon original Final Fantasy summons such as Ifrit or Shiva to unleash a powerful area attack.
When Chocobo dies in the dungeon, he loses all his items and gets transported back to a safe spot and must start the dungeon over from the first level, or enter a more dangerous shortcut to a certain part of the dungeon. As the game progresses, Chocobo can obtain gil and buy items in a nearby village, or rent storage space to store items which can be obtained anytime and does not disappear when Chocobo dies.
Some of Chocobo's allies are Final Fantasy originals such as Mog, Chocobo's partner, Shiroma, a White Mage, and Cid, the machinist who lives in a tower.
 

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Chocobo Racing [U] ISO

Chocobo Racing [U] ISO






Description :

Chocobo and many other characters from the FINAL FANTASY™ world star in this high-speed racing game filled with magical spells, special abilities, and challenging courses!
Testing out speedy vehicles, Chocobo and Mog set out to collect pieces of the legendary Blue Crystal, which they can only gather by winning hair-raising races against their FINAL FANTASY friends!

Back when I was younger, I remember seeing all these horrible reviews for Chocobo Racing. I didn't get it--what was so wrong with it? I mean, it had Final Fantasy characters! I couldn't believe the unanimity of the 4's, 5's and 6's all across the board from the big reviewers. So finally I bought it, and lo and behold, I loved it.

PRESENTATION:
It's an adorable little racing game starring every gamer geek's favorite imaginary bird--the chocobo. And this time he's in cute-form (unridable, miniature form). There are a bunch of other FF regulars who join the race too, like a moogle, a golem, and a couple mages. The entire game is almost like a tribute to how legendary Final Fantasy has become, and it's delivered through the means of a racing game. Apparently it doesn't work for some, but it works just fine for me.

Oh, and the story is a little childish and silly (about helping others and stuff... yeah, whatever), but it's presented like a pop-up book, which is really cute and clever.
PRESENTATION: 8/10

GRAPHICS:
First off, CR's FMV's are just what we'd expect from Square, and maybe even more because it's just a little racing game. The in-game graphics are solid as well. They're nothing as extraordinary as Mario Kart 64, but the tracks are chock-full of detail, and even better, little easter eggs from the Final Fantasy world.
GRAPHICS: 8/10

SOUNDS:
The music is, as we'd expect, almost all FF music in revamped, kart-racer form. It's great hearing old favorites in more fast-paced form, and it really adds to the feeling you get when playing the game. Chocobo's and the other characters' sounds are all very cute, too. They're not revolutionary by any means, but they get the job done.
SOUNDS: 8.5/10

GAMEPLAY:
Like any kart-racer, CR has the usual components--colorful racetracks, fun weapons to wield, and lots of unique characters to play as. All of the tracks are quite exciting and have a good range of challenge, but unfortunately there are only ten total. This is almost embarrassing in comparison to many other racers that were released at that time.

Thankfully, the weapons (AKA "magic stones") are much more varied. They resemble magic from the FF games, such as Fire, Haste, and Ultima, and almost all of them have three levels of power. If you gather three in a row of, say, Fire, then you'll now have Firaga. Sure, you can use Fire and the more powerful Fira, but Firaga is the most devastating. The only drawback is that you have to pass through three Fire stones in a row to be able to use it. It's a really cool idea, and makes for some interesting strategy.

Similar to the stones are the abilities, which are chosen before the race. These have little gauges onscreen that fill up as time passes. When full, the ability is either manually or automatically used, depending on which one you chose. These are also very fun to experiment with, although there are a couple pointless ones.

The characters are also quite varied. You can play as Chocobo, who is pretty well-rounded, or you can play as Golem, who is a heavier character. There are TONS of characters in CR, and most of them are unlocked through the Story Mode. A lot of the secret characters are pretty ridiculous (like Airship), but the more the merrier.

CR follows the basic kart-racer blueprint while adding its own charm and innovation to the gameplay. Every minute I've spent playing CR was enjoyable, and the gameplay is actually a lot more in-depth than many will have you believe.
GAMEPLAY: 9/10

LASTING APPEAL:
Story Mode will be played through many, many times (don't worry, you can skip through the cutscenes), which will tack on lots of hours to your total time. The multiplayer mode is really fun, too. Hell, even playing alone is fun if you love FF as much as I do. Tons of characters, abilities and magic also add a lot of experimenting to your playtime. The only thing dragging the total score down in lasting appeal is in the limited number of tracks. Oh well, they're all still great.
LASTING APPEAL: 9/10

OVERALL:
It's a simple game to pick up but difficult to put down. The story is obviously for the youngsters, but no matter how old you are the game is just plain fun. And it's Chocobo! How can you resist that li'l guy?!
OVERALL: 8.6/10


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Chocobo no Fushigi na Dungeon (J) ISO

Chocobo no Fushigi na Dungeon (J) ISO






Description :

Chocobo no Fushigi Dungeon is a Role-Playing game, developed by SquareSoft and published by Square Enix, which was released in Japan in 1997.
 
There was a time that you could buy anything with the name Square on it and it was guaranteed to be gold. Now, well, that's not such a luxury anymore. Enter Chocobo's Mysterious Dungeon.

In this game, you control a Chocobo (an over-sized chicken from the Final Fantasy series) through a series of Diablo-like dungeon in a quest to prove that he's one tough Chocobo.

Graphically, Chocobo's Mysterious Dungeon could be better. The special effect are excellent, but the pre-rendered sprite are a little bland and sometimes get lost in the background. Good animation, but not Square standard. On the plus side, the CG movies are of excellent quality, and very funny too. This game has to be the low-point in the Square music library. I mean, what the hell were they thinking? Almost as intolerable as Yoshi's Story. Sound effects are equally as bad.

Controlling your Chocobo through his quest is easier said than done. The awkward menu use will have you discarding or even quitting the game many times before you get used to it. Granted, its all in Japanese, but I've never had this much trouble before. Another problem I encountered was Chocobo's amazing ability to get stuck on some of the stupidest things.

The whole design is kinda balanced between good and bad, bring the game to only an average level of playability. About the only thing that I really liked in this game was the ability to combine weapons and items for new uses.

Their's not a whole lot extra to be found here. Trying to find new uses for your inventory may gain you a few surprises, but that's about it.  


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Chippoke Ralph no Daibouken - The Adventure of Little Ralph (Japan) ISO

Chippoke Ralph no Daibouken - The Adventure of Little Ralph (Japan) ISO






Description :

Adventure of Little Ralph is a 2D Platformer game, developed and published by New, which was released in Japan in 1999.
 
 
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Chicken Run (E) ISO

Chicken Run (E) ISO






Description :

Behind the barbed wire fence of Tweedy Farm, Ginger is a chicken with a mission. Fearing for the lives of her friends, she is determined to escape to freedom before it is too late. To do this she enlists the help of Rocky, the smooth talking, flying Rooster...or is he?Guide a rescue attempt to get all of the chickens to safety before they end up as pies. To do this you will have to sneak around the farm collecting objects necessary for the escape. Be careful not to disturb the dogs and avoid being caught by Mr. and Mrs. Tweedy at all costs in this humorous, 3D action game.  

Despite being a rip-off of The Great Escape, this game is actually quite fun to play. After all, how many games do you know of that let you play as a chicken? I thought so, they are somewhat of a rarity. And when you add in the puzzle and strategy elements that Chicken Run possesses, you get a game that is fun to play over and over again.

You play as a chicken determined to get out of the Chicken Farm. You have failed many attempts, most of which are foolish. One day, an escaped Rooster from the circus gets into the Farm and helps the chickens. Unfortunately, he doesn't do the work for nothing; he wants you to do tasks for him. Such as getting grain, or giving him a sponge bath. All of these require careful thought whilst doing them as they are quite hard.

This game isn't too hard, but then again, it isn't too easy. There are puzzles scattered about that require a lot of thought to do, as I said before. It doesn't matter if you do not complete them right away, you can come back to them. But if you do not complete them, you cannot advance.

And there is an added bonus to these mini games, you can earn medals from them. And with the medals, you can unlock more at the end of the game. And if you get all gold medals, you get a very special movie clip.

Speaking of which, there are quite a lot of movie clips in this game. Complete a task and you will be treated to a short movie clip from the Chicken Run film. They are very grainy though, and hard to watch properly as they do not look good at all.

The sound in this game is almost non existent. There is no background noise, and no clucking from the chickens, in fact, the only noises in this game are machinery, voices and dogs barking. This isn't good as you would expect chickens to cluck wouldn't you?

With the exception of the sound, this is quite a good game to get. The difficulty level is just right, and it is quite fun to play. You can also pick it up cheap from most stores, and it is not hard to find at all. So I recommend you get this game, as it is a fun play, and it is The Great Escape with Chickens.


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Chess [U] ISO

Chess [U] ISO






Description :
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Chaos Break (Japan) ISO

Chaos Break (Japan) ISO






Description :

Here it comes: A 3D adventure in real-time rendering!! The enemy is out ot get you! A mystery needs to be solved!! The human race begins its battle with mysterious alien cells that fuse with molecular structures of all kinds...
 
As per the Resident Evils, you're given a choice of two characters to play. Mitsuki looks like a twelve year-old anime version of Jill Valentine, with beret and all, doe-eyed and vaguely cute with her shorts impractically plastered to her arse. Rick on the other hand is quite grotesque in his square way and I recommend against him. They both handle exactly the same (with the only cosmetic difference being their weapons) and in any situation other than running, they are animated dismally, and often hilariously. Characters rotate to face each other without moving their legs. When idle they teleport and flinch between strange poses to give a crappy illusion of life, and swivel their heads madly like arbitrary Linda Blairs. It's hideous. The scenery doesn't fare any better, clipping badly at times, being incorrectly mapped in places so that you can walk through walls, and pissing you off in general. Let me just say that tapping the shoulder button moves the camera around behind you, except when it doesn't, which is at least half the time.

Chaos Break is largely defined by its great empty spaces. (Great meaning 'huge or immense', I use it in the perjorative sense.) And I'm not just talking about the spaces hanging between every painful word uttered by the cast in the excruciatingly acted and... halting... dialogue scenes. I refer to the fact that the player must roam sprawling networks of interminable grey corridors, searching in vain for anything fun to do. If I said that the monsters were spread thin, I would be exercising the fine art of understatement. It's not just that there are almost no monsters, it's that what monsters there are pose no real threat, or at least they don't when you put your laser guns away. Also, they generally look, sound and act stupid. It turns out that it's better to kill everything just by mashing the button for your one little hand-to-hand attack. I found this out by accident the first time I experienced distress that I was running out of ammo. There are slithery alien worms - which admittedly are a little creepy - laughable alien zombies, tree-trunk blob-like things that I don't know what they are, and blue humanoids who are ripped off from Resident Evil's Hunters.

And Chaos Break loves its longeurs. It will make you walk twenty miles and back again through terrain in which absolutely nothing is happening to open a door, then subject you to the same schtick again for the next key. Computer terminals present simple number and swticheroo puzzles which, when solved, don't indicate what part of the environment they have altered (if any? How should I know, it would never tell! They never had any effect that I could discern.) All the while, the Resident Evil Diary-mimicking emails spin out a lame Japlish tale of researchers losing their notes, being stung by wayward security systems and breeding ENORMOUS KILLER RATS; surely the return of the greatest threat ever posed to mankind by mad scientists!

I'll grant them this much - someone worked hard on building suspense for the appearance of The Rat. Having read extensively about the mutant rat 'which changed its colour' in multiple emails for at least half the game, I just knew I was eventually going to meet this creature, and I admit I even felt some trepidation. And meet the rat I did. It was only as big as my character, which is hardly enormous, but I'll concede that it's bigger than your average rat, and the animal's scurrying was sufficiently gross to make me feel twitchy. I flinched when the beast suddenly made a beeline for me... and watched as it promptly got stuck running into a wall, which it couldn't get around. Yes, they forgot to program the rat to turn corners, this animal which is renowned for its ability to solve mazes. So out of pity I opened fire and pasted what had been the one great hope of Chaos Break, but which like the rest of the game, turned out to be crap.

If this game is as facile as I say it is (and it is), you may be wondering by this stage how I became stuck in it. I simply ran out of places to go, and I started being flattened by indecipherable messages. For instance, I'd approach a door whose acquaintance I'd never made before, and try to open it, and be told: 'It isn't here. You have to be quick.' All cynicism aside, I have absolutely no idea what it's talking about here, in any context, and I did think hard on the subject. If it's a bug, it obviously wouldn't be the first I've encountered, but it would be the first fatal one. I tried using every special item I had in every location I could logically think of, and some that I thought of illogically, but to no avail.

It wasn't as if Chaos Break had ever really suggested what I should do at any point on the way through, anyway. I'd just kept exploring, walking for miles, finding keys, solving unremarkable puzzles, laughing and wincing at the spectacular air of poorness, zapping a monster once every fifteen minutes... Eventually you're just worn out and you realise the whole game is pretty unforgiveable, and you can't laugh anymore either. I feel the same way about Chaos Break as I do about eating oysters or tongue-kissing heavy smokers. I've given all three a fair shot, but never again.

In complete isolation, there was one good thing about Chaos Break. The combination of the sound effect of the facility's air-conditioning and one piece of funereal organ music (heavily borrowing in style from Resident Evil, again) actually manages to create an oppressive atmosphere at times. That's it. 
 
 
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