Sunday, 20 March 2022

Giral (PC)


 This RPG Maker game (or, it at least uses tilesets from RPG, I don't know if it was actually made in the engine) drew me in with two promises on its DLSite page: combat in the style of the first two Ys games, where the dedicated attack buton is eschewed, and you strategically walk into enemies to defeat them, and a protagonist whose sprite and artwork changed when you changed their equipment.

 


Unfortunately, it doesn't really deliver on the first, and while it does deliver on the second, there isn't really a lot of equipment to see in the game (though, to be fair, it is a game that was clearly made on a tight budget, and the character art there is is really great). The problem is that it's not really an Ys-like action RPG at all, instead being a kind of endurance testing game.

 


Enemies attack you once when you touch them, then they die. And each kind of enemy will always deal the same amount of damage to you. So you've got to look at what enemies you can see ahead of you, and judge whether you've got enough HP to make it through them or not. It's really just a question of counting rather than strategy or skill. If you don't have enough HP, go back home and spend the money you got from killing enemies to increase your max HP (one hundred points for every thousand gold).

 


And that's it, really! The entire game is about an hour and a half long, and the final fifteen minutes will be made up of you grinding for enough money to get your max HP to 30100, since the final boss deals 30000 damage, and you need at least 100 left over to win the fight. There's not much more to say about it. The character artwork is nice, I got the game in a sale for next-to-nothing, and I guess it's a potentially interesting idea, that just needs some work to make it into more of an actual game. I hope the dev sticks with it, at least.

Tuesday, 15 March 2022

Ultraman Powered (3DO)


 Sometimes, you encounter a game that's centred around a concept so obvious, you can't believe you've never encountered it elsewhere. Ultraman Powered (based on the Japan-US co-produced TV show that's also known as Ultraman: The Ultimate Hero) is a game that has two such concepts! And it's hidden away on a console nobody cares about!

 


The two concepts are kind of related, though, being both related to the fact that this is a fighting game that makes use of digitised sprites. Firstly, it's the first game I've seen that mixes them with live action FMV cutscenes, but the real shocker is that this is the only game I can think of that's based on a tokusatsu TV show or movie that uses digitised sprites! It's such a natural combination! Not to mention the glory days of the Mortal Kombat series coincided with the heyday of Power Rangers, VR Troopers, and all the other American "localised" versions of toku series.

 


So, is it any good? Eh, not particularly. To be more fair, it is fun to play, and there are positive aspects to it, like how the digitised look really does fit perfectly with the theme, but there's some real problems, too. In single player mode, you play as Ultraman, and you fight against various kaiju one after another, like you'd expect. You've got a couple of special moves that aren't particularly impressive or useful, and the controls are laid out very strangely: you've got light and heavy punches and kicks. The punches are assigned to the A and B buttons, while the kicks are assigned to C and the right shoulder button. This isn't an arcade port or anything, it's a 3DO exclusive! Why didn't they design the controls more logically based on the controller that they knew players would be using?

 


There's actually two modes for single players: visual and battle. The only differences between them are that visual mode has fairly long FMV cutscenes before each fight, while battle mode has "VTOL Shooting" sections before each fight. The sections play out like a very simplified version of Cobra Command/Thunder Storm FX. They're viewed through the windshield of a VTOL craft flying towards the next kaiju you're going to fight, and you move a crosshair around the screen to shoot at little targets that appear on them, slightly reducing their starting health during the fighting section. It's nothing spectacular, but it's fun little gimmick, and I can't imagine anyone ever picking visual mode over it more than once.

 


Ultraman Powered isn't a very good game, but it's not painful to play or anything, either. You'll probably get some mild amusement out of it for maybe thirty to sixty minutes? It is at least better than the 1991 Ultraman fighting game that appeared on the Mega Drive and SNES (and somehow also got a SNES-only sequel), though.

Saturday, 5 March 2022

Blast Wind (Saturn)


 I went into this game with high expectations, coming as it does from Technosoft, makers of Thunder Force IV, a strong candidate for the title of best shooting game on the Mega Drive, a system with an absurd amount of high quality shooting games. While it doesn't live up to its legendary forebear, it's still an excellent game.

 


It's a vertically scrolling shooter that's surprisingly simple for the time it came out: there's no elaborate scoring system like you'd see in Cave's contemporary output, nore are there the many different playable craft with multiple attack options like you'd see in Psikyo's games. You just get one ship, with two kinds of normal shot (a powerful straight-ahead weapon, and a weaker, more spread out one), and the customary screen-clearing bombs. I wonder if this simplicity in an age when shooting games were going through a lot of sudden evolution is why the location tests for the unreleased arcade version failed? (Of course, I was emulating this game, and its arcade origins are so obvious that on more than one occasion I instinctively pressed the 5 key on my laptop, as if I was playing in MAME and needed to insert another virtual coin!)

 


That's not to say that Blast Wing doesn't have any new ideas, though. There's two big ones, the most noticable of which is the way every stage splits into two paths, chosen by pressing a button by nudging it with your ship. Though you go through the same stages no matter which way you go, there are two different boss fights for each stage, and the paths do vary in difficulty enough that beginner players would do well to learn what effect pressing the button or not has on their chances of survival. (And of course, advanced players will want to try their hand at playing through both versions of each stage no matter what).

 


The other big idea is one that seems inconsequential when you first encounter it, but turns out to be both interesting and important as you play the game more. When you collect a power up, as well as the usual effect, you also get a couple of seconds of invincibility, as well as a big powerful lightning attack that extends from your ship horizontally and cancels enemy bullets, as well as one-shotting most regular foes and dealing massive damage to bosses. It not only encourages players to chase power ups further up the screen to where the enemies are (as opposed to timidly waiting near the bottom for the power ups to come to them), but it also introduces a strategic element regarding when to collect them: if a couple of power ups appear on an empty screen, do you collect them there and then while the coast is clear, or wait until enemies appear so you can quickly wipe them out with the lightning?

 


It would be remiss to talk about a Technosoft game without mentioning how it looks and sounds, and luckily, their reputation is untarnished in Blast Wind. The backgrounds are really nice, full of cool little details. I really love stage two in particular, which takes place high above a huge city, which is far below in the background, with a much closer layer showing various industrial-looking platforms and walkways of some kind, and there's tiny little pixel people walking around them! There's lots of little details like that that make it feel more like you're flying over an actual world and add a lot to the atmosphere. The soundtrack is also really cool. Not as good as the one in TFIV, but again, that's one of the best videogame soundtracks of all time, and an absurdly high bar to clear. But yeah, the music's good. (I'm not good at talking about music though!)

 


Obviously, this is yet another Saturn game that had a low print run and fetches ludicrously high prices online. Hopefully someday, SEGA will start rereleasing Saturn games on modern consoles, but until they do, Blast Wind is definitely one that deserves a permanent place in you SSF/YabaSanshiro disc images folder.