Although the advent of online play has made it pretty clear that I'm
actually not very good at them at all, I've always loved fighting games,
and the Psychic Force series found its way into my heart during my
teenage years, as it put the actual licenced anime fighting games to
which I had access at the time to shame: while Dragonball GT Final Bout
offered vague approximations of well-known characters having slow,
awkward battles in boring, lifeless arenas, Psychic force offered
cool-looking original characters in flight, dashing around firing energy
blasts at each other in a variety of cool-looking stages. The reason
I'm talking about Psychic Force is because Unmei no Tatakai is
essentially Psychic Force 3 in all but name and characters.
Not only does this game have the same concept and mechanics as the
Psychic Force series, it even reuses a few graphical effects and fonts.
But it's not just a simple re-skinning of Psychic Force 2/2012, it is a
true sequel, with numerous tweaks and new elements. The biggest
all-round tweak relates to the dash system. The Psychic Force games have
two main kinds of dashing that can be done: a dash that goes in a
straight line in any direction that's used for travelling around the
arenas, and a semi-circular dash that's intended for dodging attacks at
high speed and quickly ducking behind opponents. In the earlier games,
dashing was executed by pressing both attack buttons at once, with the
type of dash determined by the direction pressed, but Unmei no Tatakai
has dashing mapped to the right shoulder buttons, R1 for the straight
dash and R2 for the curved dodge.
Obviously, the entire cast is new, being taking from CLAMP's
pre-apocalyptic saga X, but two of the characters in particular bring
interesting new ideas to the table. Sword-weilding Arashi Kishu stands
out from the rest of the cast by being a melee specialist, with vastly
fewer projectile attacks, but with better range and power on her melee
attacks than any of the other characters. Yuzuhira Nekoi's gimmick is
hard to describe in text, but she comes accompanied by a large dog, and
most of her projectile attacks are delivered in the form of that canine
companion launching itself at her opponent like a missile. The
difference this makes mechanically is that Nekoi and her dog are not
always in the same direction in relation to the opponent, who can find
themselves coming under attack from all directions.
The game's presentation is also worth writing about, as not only is it
easily the best-looking 3D fighting game on the Playstation, with some
really breath-taking stages which manage to be varied despite all being
set in Tokyo, from a skyscraper encoiled by a huge electric dragon, to a
peaceful shrine at night, to the misty, moonlit ruins of
post-apocalyptic Tokyo in general. The character models all look pretty
great, too, with plenty of detail, even close up. It doesn't stop with
the graphics, either, as the soundtrack is also excellent, with some
amazing music providing perfect accompaniment to the exciting,
fast-paced super-powered battles taking place.
You've probably already worked this out, but TV Animation X: Unmei no
Tatakai is an incredible game, that I strongly recommend without
reservation.
Sunday, 8 February 2015
Wednesday, 4 February 2015
Pop Breaker (Game Gear)
Pop Breaker is an odd game. It feels a lot like an old computer game in a
number of ways. The first and most obvious way is that the game's
protagonist is the female driver of a futuristic tank, and that the game
contains various (clean) pictures of her looking cute. (The pictures
themselves are also fairly cute, being limited to the colour palette and
very low resolution of the host hardware. The second computer-like
trait might not sink in immediately while playing, but it is the most
important and is the trait around which the entire game is built: the
stages were clearly constructed using some kind of simple level editor
program (which, unfortunately, has no in-game version).
The game sees the player controlling their futuristic tank around various stages, with the aim of each stage being to destroy a stationary device, kind of like the Cores that appear in the Bangai-O games. The stages also contain various obstacles: breakable and unbreakable blocks, arrows that push the tank in the direction they point, triangular blocks that change the trajectory of enemy and player shots (interestingly, the player and enemies fire the same kinds of shots and all shots are treated equally when it comes to destroying blocks, enemies, and the player's tank), and several kinds of enemies who all have their own distinct patterns of behaviour.
Pop Breaker plays something like a hybrid of a shooting game and old-school tile-based action-puzzle games, Because of this play style, on first glance, movement and scrolling will seem jerky and awkward, but this is a necessary part of the design: everything in-game is measured in tiles, and a lot of the game is about being in the exact right position to shoot something or avoid shots or trick enemies into shooting each other. Most enemies are two by two tiles, the player's tank is three by three, while walls, shots and most other objects take up the space of a single tile.
The fact that the player's tank is three tiles wide ties into another odd quirk: before starting a new game, the player chooses whether shots will be fired from the middle, left or right tile. I strongly recommend against choosing the middle tile, though I don't see any specific advantage that left or right might have over each other.
Yeah, Pop Breaker is an interesting game. It's far from being essential,
but it's one of a few slightly quirky Game Gear games from smaller
developers, and it's definitely not a bad game.
As a little extra note, I've recently started a Patreon! If you pledge two American dollars a month, you get to see all new posts two days before they appear here, and I'd really appreciate the support!
The game sees the player controlling their futuristic tank around various stages, with the aim of each stage being to destroy a stationary device, kind of like the Cores that appear in the Bangai-O games. The stages also contain various obstacles: breakable and unbreakable blocks, arrows that push the tank in the direction they point, triangular blocks that change the trajectory of enemy and player shots (interestingly, the player and enemies fire the same kinds of shots and all shots are treated equally when it comes to destroying blocks, enemies, and the player's tank), and several kinds of enemies who all have their own distinct patterns of behaviour.
Pop Breaker plays something like a hybrid of a shooting game and old-school tile-based action-puzzle games, Because of this play style, on first glance, movement and scrolling will seem jerky and awkward, but this is a necessary part of the design: everything in-game is measured in tiles, and a lot of the game is about being in the exact right position to shoot something or avoid shots or trick enemies into shooting each other. Most enemies are two by two tiles, the player's tank is three by three, while walls, shots and most other objects take up the space of a single tile.
The fact that the player's tank is three tiles wide ties into another odd quirk: before starting a new game, the player chooses whether shots will be fired from the middle, left or right tile. I strongly recommend against choosing the middle tile, though I don't see any specific advantage that left or right might have over each other.
As a little extra note, I've recently started a Patreon! If you pledge two American dollars a month, you get to see all new posts two days before they appear here, and I'd really appreciate the support!
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