Chicago Express is a game of alliances. But they are not the kind of alliances made explicit through negotiation. Rather, they are the kind that naturally arise from shared interests.
Set at the height of railroad expansion through the Appalachians, Chicago Express is a challenging game of stocks and manipulation. Quick and heavily streamlined, its simple rules hide a tremendous amounth of depth and a degree of tension that it’s often missing from many other train games.
It’s not well-known, but the original F-Zero had a series of small sequels over the years. Released for Nintendo’s Satellaview, a unique Super Famicom periphelial that connected the console with a radio satellite, these games were available only in Japan and only for a brief period of time.
Preserved by historians and fans, they are a great choice for those looking for a bit more classic F-Zero action from Nintendo themselves.
F-Zero never was technologically important. Published five years after Space Harrier and a year after Hard Drivin’ and its 3D graphics hit the arcade, its importance is rooted, not so much on novelty, as on bringing arcade advancements home.
It is, in fact, a fairly conservative game with more in common with old-fashioned classics such as Punch-Out that with a genre that progressed in leaps and bounds. And it is this traditionalism, not its technology, that has kept it relevant for almost thirty years.
I had very low expectations for Terraforming Mars: Prelude. So low, in fact, that I almost expected to dump the namesake cards and keep it around only for the handful extra corporations and projects included in the package. After all, what’s the point of playing an engine-building game if half the engine is already built for you? But it’s not quite like that.
Beat’em ups have the reputation of being a dumb genre. The idea of punching your way through group after group of enemies, once appealing, has become synonymous with boredom and repetition. Like many, I thought the genre was lifeless and dull, a matter of punching enemies harder than they could hit you.
And yet, when I played Final Fight and took the streets of a fictionalized New York city I realized it didn’t matter how hard my character could punch. What mattered was who.