Rampage Sequels - MIB Video Game Reviews Ep 29
Summary
TLDRThe video takes a deep dive into the evolution of the *Rampage* franchise, focusing on the *World Tour* era and its sequels. It highlights how the series introduced new mechanics like looping environments, more power-ups, and additional monsters, while maintaining its chaotic, satirical tone. The video critiques the repetitiveness and frustrating grind of the sequels, as well as the introduction of time limits and AI companions. It also touches on the shift to a puzzle game with *Rampage Puzzle Attack*. Ultimately, the video provides a nostalgic look at the franchise's highs and lows, while teasing future sequels.
Takeaways
- π *Rampage World Tour* (1997) introduced major improvements, including a looping environment, new attacks, and more diverse enemies, while maintaining the core monster-smashing gameplay.
- π The game's satirical and cartoonish style, including the inclusion of robots and aliens, kept the humor and quirky charm from the original *Rampage* intact.
- π One major change in *World Tour* was the non-linear progression, where players could revisit cities, leading to both fun exploration and occasional frustration.
- π The addition of a time limit in *World Tour*, where jets swoop in to destroy the city if players take too long, introduced a new level of challenge but also a sense of urgency.
- π *Rampage Universal Tour* (1999) felt like a reskin of *World Tour*, with minor updates like new monsters, but it lacked meaningful innovation, making it feel repetitive.
- π Despite its name, *Universal Tour* remained grounded on Earth, and the space-themed levels didn't arrive until much later, disappointing those expecting broader universes.
- π *Rampage Through Time* (2000) introduced a time travel element, but was criticized for the intrusive AI companions and forced mini-games, which made the gameplay frustrating.
- π The mini-games in *Through Time*, though unique to each time period, were tedious and unnecessarily lengthy, detracting from the core *Rampage* experience.
- π *Rampage Puzzle Attack* (2001) took the series in a completely different direction as a puzzle game, but its frustrating mechanics and lack of appeal to *Rampage* fans made it a poor spin-off.
- π The sequels in the *Rampage* franchise largely failed to innovate, resulting in a series of games that felt too similar, with *Rampage World Tour* being the last standout entry in the series.
Q & A
What year was 'Rampage World Tour' released, and how did it change the original game?
-'Rampage World Tour' was released in 1997. It introduced new features like a looping environment, the ability for players to attack buildings with kicks, and various new power-ups. It also expanded the game world with different types of people to eat and more environmental hazards, while maintaining the core spirit of the original 'Rampage' game.
How did 'Rampage World Tour' expand on the narrative from the first game?
-In 'Rampage World Tour,' the plot was expanded with a focus on an evil corporation called Scum Labs, which created the monsters. The goal is to destroy Scum Labs' facilities worldwide, and players can interact with billboards to change the direction of their journey. The game's antagonist is Dr. Elizabeth Verona, who becomes a recurring character.
What was the significance of the new fourth monster introduced in 'Rampage World Tour'?
-The fourth monster in 'Rampage World Tour' is Vern, a gargoyle that players can unlock by eating toxic waste. Vern has the ability to fly, adding a new dynamic to gameplay and diversifying the monster options available to players.
What are some of the drawbacks mentioned about 'Rampage World Tour'?
-One drawback is the sense of redundancy in the levels. While cities look more distinct, the gameplay can still feel repetitive, and players may experience frustration from having to circle back to previous cities. Additionally, the time limit, represented by a hidden timer, can create pressure, with jets swooping in to destroy cities if players take too long.
How did the ports of 'Rampage World Tour' differ across different consoles?
-'Rampage World Tour' was ported to several consoles, including PS1, N64, and Sega Saturn. The main difference was that the N64 version allowed three players, while the other versions only supported two players. The Game Boy Color port was a more limited version, with lower frame rates and graphical compromises due to the system's constraints.
What was the premise of 'Rampage 2: Universal Tour' and how did it differ from its predecessor?
-'Rampage 2: Universal Tour' followed a new storyline where George, Lizzie, and Ralph are captured and turned into tourist attractions. The game introduced new monsters like Boris (a rhino), Ruby (a lobster), and Curtis (a rat), and expanded the gameplay by including a mix of new special moves and space levels. However, the overall gameplay felt similar to 'Rampage World Tour,' with a focus on grinding through levels.
What was the concept of 'Rampage 2: Universal Tour' in terms of gameplay locations?
-'Rampage 2: Universal Tour' features a broader scope, with the monsters traveling to various cities like New York, Tokyo, and London. The game's progression eventually leads players into space, but much of the gameplay, including level design and objectives, felt repetitive, similar to the previous game.
What were the major issues with 'Rampage Through Time'?
-'Rampage Through Time' was criticized for several reasons. One major issue was the forced inclusion of AI-controlled monsters in single-player mode, which couldn't be turned off, making the gameplay frustrating as the AI would often interfere with progress. Additionally, the gameβs time travel mechanic was underutilized, as levels simply had different themes instead of offering truly unique gameplay experiences.
How did 'Rampage Through Time' incorporate bonus mini-games, and why were they problematic?
-'Rampage Through Time' included bonus mini-games themed around the time periods players visited. However, these mini-games were often overly long and felt like a tedious break from the core gameplay. In some cases, losing in these mini-games would result in a game over, which frustrated players expecting the usual rampage action.
How did the Game Boy Color ports of the Rampage series compare to their console counterparts?
-The Game Boy Color ports of 'Rampage World Tour' and 'Rampage 2: Universal Tour' were notable for being much more limited due to hardware constraints. The graphics were downgraded, and while the game still conveyed the core mechanics, the experience was less immersive. The 'Rampage 2' port was unique in that it could not be played on the Super Game Boy, adding another layer of limitation.
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