Expanding on everything that made Battle Clash great, Metal Combat: Falcon’s Revenge is a sequel in everything but name. I have no idea why. It’s not that Battle Clash is a great name, but changing the brand and then attaching a subtitle makes it sound unrelated. I guess we should be happy that they didn’t change over to the Japanese nomenclature for Battle Clash. They called it Space Bazooka. That’s just what I’d call the Super Scope if I was trying to make fun of it.
If you didn’t read my article last week, Battle Clash was a game for Nintendo’s space bazooka, the Super Scope. Nintendo decided to follow up the success of their ubiquitous NES Zapper by severely overcompensating. The Super Scope was absolutely a space bazooka. You rested that baby over your shoulder and fired digital death at your TV. It was actually pretty awesome, as long as you remembered to turn it off when you were done. Otherwise, it would completely drain the six AA batteries required to power it.
Battle Clash was one of the best games to utilize this escalation of infrared arms. Metal Combat: Falcon’s Revenge does even better than that; it’s one of the best lightgun games ever developed.
Supposedly picking up after Battle Clash, Metal Combat: Falcon’s Revenge basically goes over the exact same story as the previous game. There’s some sort of “battle sport,” and you and your pilot are using it to take down a big boss because they’re doing bad things. Sometimes, the characters reference things that happened before, but no one says anything about having already taken down the big bad boss.
What’s funny is that there’s more focus on story in Metal Combat, but no one seems interested in explaining why saving the world didn’t work last time.
Metal
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