Friday, 26 September 2025

Karous (Dreamcast)


 You might notice that the screenshots on this review are a combination of arcade and Dreamcast shots. This is due to my own technological ineptitude, and it doesn't really matter, since I mostly played the Dreamcast version and that's what I'm writing about, and also they're identical anyway, the only difference being that the Dreamcast version has a fanmade English translation. 

 


Karous is from Milestone, a developer mostly known for shooting games, especially their late-release Dreamcast duology, Radirgy and this one. It came out a year after Radirgy, and the first two things you'll notice about it are how much it doesn't look like its forebear (Radirgy had a very colourful Akihabara-inspired look, while Karous goes for a moodier tone, with muted colours and lots of grey), and how much it appears to play like its forebear. 

 


Like Radirgy, Karous arms you with a gun, a sword, and a shield. The gun and sword are each assigned to a button, and the shield appears in front of you when you aren't using either of the other two. You also, like in Radirgy, have a forcefield that projects outtwards to protect you and continually damage any enemies it touches, and it can be used whenever a meter that incrementally fill every time you damage an enemy or cancel an enemy bullet completely fills up. You can even hit power ups and points items with your sword to change them into different things!

 


What's different, though, is the scoring system, which offers a stark contrast to that seen in the earlier game, which had you constantly trying to fill meters as quickly as possible and collect items and so on, and never taking a break. In Karous, the scoring system and the power-up system are linked. Whenever you use one of your three main weapons, they gain experience, and gradually level up (don't worry, it's still a completely linear STG, so there's no grinding and the levelling is more like Radiant Silvergun than an RPG), increasing their power very slightly every time. You also have a constant multiplyer that's made up of all three weapon levels combined. So again, like Radiant Silvergun: playing for survival and playing for score are one and the same. You want you weapons to be more powerful, and making them so is also how you score more points.

 


Though I was initially put off by the miserable look of the game, and the fact that the 3DS sequel/spin-off Karous: The Beast of Re:Eden was awful, but Karous is a game I just keep going back to! The basic Milestone mechanics are enjoyable as they are, and the ways in which it's less stressful than Radirgy have their own appeal, too. You should definitely give it a try!

Friday, 19 September 2025

Soccer Brawl (Neo Geo CD)


I've recently developed an interest in the extra features added to the CD versions of Neo Geo games, and I've long had an interest in the less popular games on consoles that are themselves pretty niche. Soccer Brawl, though it's definitely one of the less popular Neo Geo CD games, unfortunatelly doesn't have much in the way of extras. All there is is some short animations about an unlucky inventor trying to create a soccer-playing robot, that play as half time entertainment.

 


But the games itself is still pretty good! It's one of only three games developed by short-lived SNK sub-studio Pallas, with their most famous release also being a futuristic sports game, 2020 Super Baseball, which is more famous on account of it being ported to SNES and Mega Drive. Despite the name, though, Soccer Brawl isn't as violent as most future sports games based on soccer. There's regular tackling, as well as two other ways to hurt opponents: you if you don't have the ball, you can hold the kick button for a second and release it to fire an energy blast that can stun a player, and if you do have the ball, the same command kicks the ball super-hard (because all of the players are enhanced cyborgs, of course). This super-hard kick is useful for scoring goals, and for knocking down opponents. 

 


There's a couple of interesting things to note about the above, too. The first is that the game does have friendly fire for all forms of attack, so when things are crowded, you might want to be careful. Or alternatively, if you want to score, you might want to kick the ball with no regard as to who might be in the way. The other thing is that among the eight teams, there are four different kinds of super-kicks, there being two teams able to use each one. I think these are activated if you kick the ball at full strangth more than half the field's length away from your opponent's goal. These might have the ball moving in a big circle while on fire before shooting towards the goal, or the ball might split into to balls that dance around each other as they head toward the goal, and so on. Like a regular super-hard kick, these are very useful in both scoring goals, and incapacitating enemy players.

 


Like I said, it's a lot less violent than most games of this type. In all the games I've played, there's been no times where a player had to leave the game from being too beaten up, let alone players getting killed like you might see in some other titles. There is a nice little detail, though: players that have taken damage a few times will start to have smoke or electric sparks coming off of them, suggesting some damage death, or strain being put upon their cybernetic components. I don't think it actually has any effect on their ability to play, but it is a cool detail. I kind of want to say it's a shame that all the teams are just re-coloured sets of the exact same players (albeit with different supers and presumably different stats), but to be fair: we can't really expect a developer to ome up with eight teams' worth of individual characters from nothing, for a game in a genre whos players almost definitely won't notice or care compared to fighting game fans.

 


Soccer Brawl is a pretty fun game! The only big problems I can really accuse it of are ones that are kind of inherent to being a sports game of this type. If one team gets more than a few points ahead and there isn't much time left in the match, it's pretty much impossible for them to catch up, but there's no option to concede (or for the game to automatically end early if there's a score gap of a certain size). Furthermore, if you happen to be the player on the upside of such a score gap, you can pretty much stop trying. If the gap's a few points, it's very easy to get the ball and just run around doing nothing to run out the clock, and if the gap's more than that, you can just stop playing and do something else for a while. Still, I've had some fun with it, and it's a nice little, very nineties sci-fi sports game. 

Saturday, 13 September 2025

N-Gauge Unten Kibun Game Gatan Goton (Playstation)


 There are a few ways I've seen train driving simulators displays things. Polygons are the most common, and there's also a few on less powerful hardware that do sprite scaling (or, on even less powerful hardware, there's imitation sprite scaling). There's also FMV, which I think is most famously used in the Japanese Rail Sim series on 3DS, which use as their graphics actual high quality video footage of real train journeys. 

 


N-Gauge Unten Kibun Game Gatan Goton (which is also listed on some sites as "Hassha Ourai! Gatan Goton") uses FMV, but in a move that possibly makes it the cutest of all train driving games, it places you in the cockpits of various model trains, travelling through actual footage of tiny little model towns with cardboard buildings and little plastic construction workers! Despite the use of models, though, I think it's still working under the conceit that you'r driving a real train, as the cockpits surrounding the window in which the FMV plays are unique to each train, and pretty detailed too. The levers and dials move when they're supposed to, there's a little light that comes one when you're meant to start moving, and so on.

 


It's all very cute and charming! The game itself is kind of constrained by being what it is. I guess the train enthusiasts who are the target audience for the genre want exactly one thing from these games and one thing alone: to drive a train in as close a manner to driving an actual game as possible. So, just like Densha De Go and SL De Ikou and all the others, you can control acceleration and brakes, and you've got to get to a series of stations along your route, making sure to keep to the speed limits, arrive as close to exactly on time as you can, and to stop at the exact line on the platform at which you're expected. It does have one difference that makes it stand out from the others in the genre, though: it's a lot easier!

 


Densha De Go, the most famous example of the genre is known for being completely merciless when players don't play completely perfectly. N-Gauge Unten Kibun Game Gatan Goton is a lot more forgiving, though: you can be up to ten seconds late when arriving, and you can go a few metres over the line without getting a game over. Also, on some stages, there's something strange that happens where another train will attach itself to your train and just drive you to the next station, with no input from you necessary. I don't know why this happens, or why you'd put in a part of your game where it essentially just plays itself for part of a stage. 

 


If you've enjoyed literally any other game in this genre, or if you've tried but found them too difficult, then you can probably already figure out if you want to play this one. If not, and you're interested, it's probably a good first game to try out. I've been really enjoying it, and the use of miniatures gives a unique and very appealling look. It's definitely worth your time, I think.

Friday, 5 September 2025

Air Diver (Mega Drive)


 I've started to unkindly describe Ace Combat-style 3D aerial combat games as "slowly following a little dot on your radar waiting until you can actually see and fire a homing missile at the enemy", and while that's pretty bad in actual 3D games with polygon graphics where you and the enemies actually occupy positions in a properly defined space. Air Diver bravely attempts to make a game in that genre using only 2D sprites, which aren't even actually scaling, since it's a Mega Drive game!

 


I can see why the developers wanted to try doing this: Afterburner II is a pretty good game, and it fared surprisingly well in its port to Mega Drive, so why not try putting together a game with the homing missile-based gameplay of Afterburner II, but instead of being a completely linear rail shooter, try and simulate a more realistic scenario, where the same enemy planes can fly all around you? The problem is that becuse this is a faux-sprite scaling game, you can only fly straight ahead, with the ability to kind of do a barrel roll or a loop being the extent of your maneuverability.

 


This means that when enemy planes fly behind you, all you can really do is a loop, to try and fly over and behind them. Or at least, that's what I thought, but this only puts the enemy in front of you some of the time. Similarly, enemies will often fly off to the side, and there's just no effective way to chase them there either. So even worse than chasing the little radar dots, you spend the majority of your time in this game waiting for the dots to place themselves within your field of vision.

 


Making this even worse is the way the stages are structured. There's three parts to each: first, you fight lots of regualr enemy planes, who all die in one hit. Then, a single super-plane, that's a different colour, and takes a bunch of hits to kill. Finally, each stage has some kind of gigantic futuristic sky fortress thing, that's so big it has to be portrayed as a background, rather than a sprite. The super-plane is the hardest of the three on all of the stages I've tried, as the fortresses just need you to constonatly shoot and move until they're dead. No chasing or aiming necessary!

 


Mentioning the fortresses makes me think that I should bring up the game's threadbare, but also absurd plot. A previously unknown terrorist organisation from the middle east has suddenly taken over the entire world. Despite being an unknown, unnamed organisation, they have hundreds (possibly thousands) of fighter planes, as well as the aforementioned giant sky fortresses. The only part of the world left unconquered is an airbase in the south Pacific, from whence a flying transporter containing your plane is deployed to save the world.

 


This does actually bring up a structural point to the game that doesn't make it more fun, but which is slightly interesting. You can tackle the stages in any order, and each one also tells you an estimated chance of success on the world map screen. However, your transport has a limited amount of fuel, and there is, according to the manual, a specific route that you have to figure out to be able to tackle every stage without running out of transporter fuel (which means an instant game over).

 


In case you haven't already figured it out, I didn't really enjoy Air Diver. It's a shame, because it looks kind of cool, and the soundtrack is pretty good, too. But unfortunately, it's a boring, frustrating chore, and not worth your time. I am kind of curious about the two sequels that apparently came out on SNES, though. Which that system's focus on scaling and rotation, maybe it's able to do a better job of realising the developers' ambitions?