Friday, 23 May 2025

Verdict Guilty (PS4)


 For some reason, when I first saw this game, I assumed it was developed in Brazil, but it's actually Scottish! Also, it's set in future South Korea? Plus it's all very very purple. It takes from the classic western school of iterative game design as seen in Mortal Kombat and Kid Chameleon: it takes an existing game and says "but wouldn't it be cool if it had this and this and this?". Of course, the inspiration here is Street Fighter II, just like it was for Mortal Kombat all those many years ago.

 


Verdict Guilty has a lot of ideas in it, but the main one around which the game is built seems to be "what if the Guile handcuffs glitch was an actual mechanic that more characters could do?", and in fitting with that, the game's got a cops/agents versus criminals theme to it. It's also got an unusual five button control scheme because of this: two punch and kick buttons each, plus the fifth handcuff/throw button. You've got to be close to your opponent to use it, and depending on your character, successfully pulling it off might handcuff your opponent (making them unable to attack, not even kicks or other attacks that don't use the arms), or it might do something different, like strapping a time bomb to them.

 


There's more mechanical weirdness to enjoy, though. Each character seems to have a special that's executed by holding one of their attack buttons for a second and releasing. You can do the holding while being hit, while performing other moves, even before a round starts! Normal attacks all come out insanely quickly, and they do a lot of damage, too, so rounds tend to be short. The game attempts to stop spamming certain moves by having them use ammo, and doing the move when ammo's depleted wastes a little time reloading instead of doing the move. Looking the game up online, it seems that there's a glitch in the PC version that prevents player two from using certain specials if they're using a controller. Amazing.

 


Thematically and aesthetically, it's also a mixed bag. There's some weird stuff like a character being a secret agent with stretchy arms and electricity powers (no-one else in the game seems to have any powers at all). Another character is a seenteen year old boy with his job listed as "terrorist" and his likes listed as "bombs". Something I really like is that there's technically no mirror matches: if both players are the same character, player two will instead be a headswap with a different name! Similar stuff is done in Battle K-Road and Toshinden 3, but it's still unusual enough to be a cool oddity when it turns up. As mentioned (and as you can see in the screenshots), the game's very purple, and couple with the urban setting resulting in lots of nice cityscape backrounds, I really like the way it looks in general. Though having said that, the characters are a little ugly. The worst thing I can say in this section, though, is that only one of the eight characters (or two of sixteen if you want to be pedantic about it) is a woman, one of her specials is called "panty shot", and it involves her doing the splits upside down in midair. Tiresome, embarassing nonsense.

 


Verdict Guilty isn't a great game that you'll be having lots of exciting, tense battles in with your friends, but it is silly enough to be a bit of fun, and the insane strength of normal attacks might make it a game to play with those poor unfortunate freaks who never learned how to play fighting games. Definitely do what I did and wait for it to go on sale and pick it up for a pittance, though.

Saturday, 17 May 2025

Mon Mon Monster (MSX)


There's two particular types of nonsense that have long since been exorcised from the language of modern games design. Rick Dangerous nonsense is when a game's made up of nothing but memorising the locations of invisible threats, and then demonstrating that knowledge to avoid them in succession (because they're invisible, and it's impossible to avoid them without foreknowledge of their locations). The other is Tower of Druaga nonsense, whereby progression through a game is blocked by obstacles that need to be tackled in a certain way, with no in-game clues as to what those means are, or often even that the obstacles themselves even exist. Mon Mon Monster (also known as Mon Mon Kaibutsu) is an example of the latter kind.

 


The first stage is pretty normal, to lull the player into a false sense of security. It's split into a few segments, but each one just has you going from left to right fighting enemies and punching blocks, until you find the door to the next one. Eventually, you'll reach the boss, and can punch him to death. The second stage is a lot less clear. It seems to take place on one massive map, there are doors that lead nowhere, doors that send you to an earlier part of the stage, and the boss awaits in a hidden room, behind two destructible walls that don't stand out in any way, and have no clues pointing towards them. The third stage seems to take a moderate place between the previous two, being semi-linear with dead end passages if you take a wrong turn. Though I haven't yet been able to reach the end of stage three, so maybe there is more nonsense to look forward to there.

 


I should probably also describe the game itself, right? Well, other than the implementation of Druaga Nonsense, it's a pretty typical eight bit platform game. You play as a little Frankenstein's monster guy, and you can punch and jump. When you punch, you also shoot out a projectile attack. Enemeis can be hurt by punchs and projectiles, but bosses and blocks have to be punched up close. Sometimes blocks have items in, that might power up your projectiles, restore your health, or give an extra life. In terms of quality, it's not up there with the big names of the era, but it's still a little above average. It mostly feels good enough to move around, jump, and so on. There's a weird technical quirk that means your projectiles are sometimes invisible, but they still hurt the enemies, so it's not a big problem.

 


That's all I really have to say about Mon Mon Monster, to be honest. It's a robust enough platformer, especially considering its age, but I just don't have the patiences to keep searching for invisible routes to progress. Other than that stuff, though, it's not that difficult a game! If only the developers had designed their stages without the assumption of clairvoyance on the part of the player, this would have been a much better game.