Showing posts with label beat em up. Show all posts
Showing posts with label beat em up. Show all posts

Thursday, 6 September 2018

Simple 2000 Series Vol. 73 = The Saiyuutou Saruden (PS2)

This game has a lot in common with the early Oneechanbara games: it's by Tamsoft, it's a low budget musou game, and it has a lot of wandering around big, multi-map stages like a lost idiot. But! There isn't just the "Journey to the West" theme to differentiate it, as it does actually bring a few ideas to the table, even if they're more interesting in theory than they are fun to engage with in practice.

The premise is one that just seems so obvious for a 3D game based on Journey to the West: you play as Monkey (and later Pigsy and Sandy too), and your job is to escort Tripitaka (note: I'm using the names from the UK dub of the 1970s Japanese live action Saiyuki TV show, just for convenience) across big stages filled with various kinds of demons. There's a few complications that took me a while to figure out at first, though.

Firstly, you've got to find the place to which you're escorting Tripitaka. You go out, find the thing, then go back and tell her, and she'll start moving. There's a huge statue you've got to find and take her to to pray to, and a smaller statue, the finding of which will encourage Tripitaka to take you to the sealed gate to the stage's boss, that you have to fight. The first two bosses are Pigsy and Sandy, and Sandy is the point at which I gave up on the game, after spending over 30 minutes repeatedly being killed by him. Sorry, but he takes off a third of your health right at the start with an unavoidable combo, and then interrupts all your attempts to fight him with the same. It's no fun, and it totally killed my interest in the game.

But other than that, the whole reconnaisance/escort aspect of the game does a lot to differentiate it from other musou games, though I feel it might have been better if they'd have waited a few years and put it on more powerful hardware. The problem is that the stages have to be pretty big by the nature of the game, which means they have to be split up into a few smaller maps, with loading times between each of them. Since you're definitely going to be back and forth, that means you're subjected to numerous loading screens no matter what. There's also the problem that when you leave an area and come back, all the enemies will have respawned, though you can lighten that burden by just running past them all the first time through.

Obviously, though I spent a few hours playing The Saiyuutou Saruden and it does have some potential, I can't really recommend it. It's a shame its ideas never got re-explored on hardware more capable of fulfilling them. Also, it's totally ruined by the unfair, unfun bosses (even though I did beat the first one, it was still an awful experience, and mainly down to luck).

Friday, 22 June 2018

Ane-San (PC Engine)

It's a mystery why I haven't written about this game sooner, it combines two things I love (beat em ups and sukeban), and I've known about it for years. But I'm writing about it now, and that's all that counts, isn't it? Anyway, for the same reasons it caught my attention also make it a bit of a rarity: there's not many beat em ups on the PC Engine (despite the console's heyday coinciding with the genre's), nor are there many sukeban-themed games on any system. (In fact, to my knowledge, about a third of all that exist are just romhacks of games in the Kunio-kun series.)

So, you play as a trio of tough girls, out to make themselves the leaders of all the tough girls in the country, not through democracy or inspirational leadership, obviously. In the world of juvenile delinquency, power is obtained through the successful application of physical violence: you beat up entire gangs, before beating up their leaders. The first two you beat, an idol and an overweight ballet dancer who acts as an unpleasant fat joke, even join you as playable characters! The combat is fairly typical, and by the game's release in 1995, would have been pretty primitive for the genre. There's no weapons, very few attacks, no big supers or anything, just your attack combo, grab attacks and a throw, a jump attack, and a ground attack. The one thing that really makes the game stand out is that, at the start of the game at least, both you and your enemies are very fragile, going down after only one or two combos.

I say "at the start of the game", as Ane-san features an item shop between stages, and with that comes that eternal bugbear: the negative difficulty curve. I've written about this concept many times before, so I won't bore you by doing it again, but I actually feel like it doesn't hurt this game too much, even though it means you can easily complete the game without using continues in under an hour. The reason for this is actually due to a criticism usually levelled at beat em ups by their detractors: that the genre is nothing but style over substance. It works because Ane-san is rich in style, thanks to its near-total commitment to the sukeban aesthetic.

The stages are all in slightly seedy-looking urban areas at night, with docks, public parks at night, closed shops with the shutters down, docks and so on all appearing in the background. The music for most of the game is a very Japanese interpretation of a kind of 50s America-inspired rockabilly/surf rock sound, which fits the action pretty well, but the final stage ramps up the drama massively, featuring a mournful whistled tune most of the way through, followed by chanting monks for the final boss. It's all very atmospheric, and successfully draws the player into the game's world. There's really only two flaws I can think of, thematcially speaking: the aforementioned "fat joke character", and the fact that the ending is all about one of the characters having a big fancy white wedding in a church. That's not cool or badass or rebellious at all! It's really jarring and ill-fitting with the fun, tough world in which the rest of the game takes place.

Despite its faults, Ane-san is a game that I totally recommend playing. Like I said, the atmosphere and aesthetic are strong enough to negate the cracks in its mechanical armour, and though it only lasts an hour, it's a really great hour, and I can definitely see myself playing it many more times in the future.

Wednesday, 11 April 2018

Cyber Cross - Busou Keiji (PC Engine)

I don't know why, but transformation became something of a theme in single-plane beat em ups during the late 80s, as the genre was in its waning phase and belt-scrolling beat em ups become more popular. In the arcade, there was Altered Beast and Wonder Momo with transformation gimmicks, though they were very different in both execution and theme. Cyber Cross is another to add to those, though it was never in the arcade, being a PC Engine exclusive. And it kind of takes thematic cues from Wonder Momo, and mechanical influence from Altered Beast, but executes both much better than its more famous forbears.

Like Wonder Momo, it's themed around tokusatsu superheroes, though it does this in a much better way than Namco's. While Wonder Momo seeks to replicate live stage shows, Cyber Cross goes directly for a TV show feel, and, despite being on a HuCard rather than a CD, makes a valiant attempt at having a TV-style intro. There's not much animation, and there's no actual vocals, but it does have lyrics displayed onscreen if you're Japanese-literate and want to sing along with the intro to a thirty-year-old videogame.

The mechanical influence from Altered Beast is only very slight, however: you collect items to gradually take on ever more powerful forms. It works in a much more interesting way then Altered Beast, though, as rather than havign a different final form on each stage, there are three kinds of transformation items, and each has a different final form. You start as a regular guy in a red jacket, and the first time you collect one of the items, the only difference between the three is the colour of your costume. If you manage to keep your health higher than 50% until the next time one appears, then you get to take on a slightly more impressive form, with armour and a weapon. The weapon you get depends on which colour item you've collected: red gets you a fairly useless sword, green gets you a slightly useless boomerang, and blue gets you an actually pretty useful gun.

You should always take whatever you're given though, since all the weapons are better than your regular punch and the armour on your sprite in this form isn't just for show: It protects your health bar from three hits before you're shunted back down to the basic transformation. Unlike a lot of tokusatsu-themed games, Cyber Cross doesn't cheap out on the enemies. Though there are a few different varieties of the same foot soldier that appears in every stage, right from the start they're backed up by various other monsters like giant flies, big dung beetle-men, and other buggy fiends. The bosses aren't bug-themed, oddly enough, though they do tend to stick to the human-animal hybrid template. Also, unlike a lot of PC Engine games, it wasn't designed with turbo controllers in mind, as all the bosses will crumple like wet cardboard boxes if you turn on the turbo and crouch next to them punching at maximum speed.

Cyber Cross is a pretty strong entry into a now long-forgotten genre, and if you want to get a real copy, you can get it boxed for pretty cheap. I recommend doing so, too: it might take a while to really click with you, but when it does, it's a really fun little game.

Tuesday, 27 March 2018

Yakuza Fury (PS2)

I know what you're thinking, and for a long time, I thought the same: this game must be a mockbuster for SEGA's Yakuza series, right? But, in researching for this post, I found evidence to the contrary! The Japanese version of this game (Simple 2000 Series Vol. 72: The Ninkyou) was released ten whole months before the Japanese release of the first Yakuza game. Even more surprising is that if GameFAQs is to be believed, even the European release of Yakuza Fury preceded the Japanese release of Yakuza! So it's just a coincidence that there's a low budget game with a similar genre and similar themes to a massively popular high budget game.

Having played a lot of Simple Series games at this point, I can confidently say this one follows the formula to the letter. It's a simple action game (in this case, a beat em up), with stuff to grind for, and long boring cutscenes that have all the voice acting removed from the European version. It even has a low poly rendition of a contemporary Japanese suburb, like so many other low budget PS2 games have! Anyway, the game's split into two parts, essentially: the story missions, where you go to a place, and keep beating people up until you get to the boss fight, and the free-roaming bit. The free roaming bit is actually the least interesting: you can wander around a few streets of the aforementioned suburb, where enemies will constantly run in from the sides of the screen to attack you. There's also a few people standing around that you can talk to, though the enemies don't stop attacking you while you do.

The point of fighting the endless hordes of enemies is to collect the coins they drop so you can buy items of clothing at the shop (an interesting little detail is that the girl in the shop is wearing a t-shirt featuring the main character of another Simple game, The Splatter Action/Splatter Master). They offer minor benefits, but the most important ones to buy are the hakama trousers, which give you an incredibly useful (to the point of almost breaking the game) healing ability, and the eyepatch (listed here as "bandage"), which looks really cool. When you get bored of this, or you've bought every item in the shop, you go and find where the next stage starts, watch a boring cutscene, then beat everyone up in the stage.

I'm not just saying that the cutscenes are boring because I hate cutscenes (though I do, as you know), but because they are the most lifeless, generic gangster nonsense you can imagine. None of the characters have any personality and nothting in the story is remotely interesting. Or maybe I've just been spoiled by the incredible story and characters in the Yakuza games (I know it's not fair to keep comparing them like this, but it's also very hard to avoid). The combat is also unexciting. You get a simple punch combo, which you can end with a kick, and you also get throws, which are so short range and slow that you'll probably never get one to actually connect.

I hate being so negative when reviewing a game, but Yakuza Fury is just an incredibly bland nothing of a game, that's not even bad in an interesting or unique way. It's just plain old mediocre tedium. Don't play it.

Tuesday, 6 March 2018

Black Touch 96 (Arcade)

The title Black Touch 96 might sound like some creepy Qix-clone with lewd pictures in the background, but it's actually something totally different and equally as bad: an unfinished Korean beat em up (with lewd pictures between stages)! Though it's unfinished and therefore a bit rough around the edges, it still has all the typical hallmarks of terrible Korean arcade games we've come to know and hate over the years: low quality sampled music, power up items that don't seem to do anything, sound effects stolen from other games (in this case, Cadillacs and Dinosaurs) and generally unbalanced difficulty are all present and correct. However, it also has some quirks of its own, mainly aesthetic, to stand out from the awful pack.

For example, the enemies. There's only a few of them you'll fight throughout the game, but they are at least unique. There's a mutant man-baby thing that hits you with a wrench, a bald woman who takes off her wig to hit you with, and a fat guy on a skateboard wearing shorts, a vest and a horned helmet, among less interesting ones like the biker-without-a-bike, and recoloured versions of bosses you've already beaten. Of course, all of the above reappear again and again with different colour palettes, though their difficulty and how much health they have seems to be completely unrelated, as one enemy will go down in two hits, while the next one of the exact same type will take twenty seconds of solid pummelling. Solid pummelling is also the strategy for beating every boss: get them to the edge of the screen and hammer the punch button until they die or your arm drops off.

There's no choice of characters, you're stuck with a generic muscular guy, and your attack options are limited. You've got buttons for punches and kicks, a jump button that's completely pointless (you do a tiny little jump in place, and if you press kick while doing it, you do an unimpressivle spin-kick that removes a third of your own health bar), and you also have a once-per-life bomb attack. The bomb attack is at least hilarious, though, as rather than killing all the enemies onscreen, it just makes them run away. On that note, I should, in the interest of fairness, commend the game on its sprite-pushing ability: the character sprites are all pretty big, and the screen does get crowded at times, with up to six enemies at a time. There's no weapons to pick up, though, and very few power ups (lots of point items, very rare health packs that restore a miserly amount of HP, and even rarer invincibility potions and extra bombs), and really no variety at all in the stages other than the backgrounds (though they're not bad-looking, unlike the blotchy characters): just walking left to right fighting crowds of the same few enemies over and over.

There's not much to recommend about Black Touch 96. To be fair, that might be why the developers didn't finish it, they just saw that it was a dead end. Some arcade prototypes are glimpses at concepts that were just too out there to be marketable, or at cool games that just came about at the wrong time. This isn't one of those ones, though, and it's not really worth your time.

Tuesday, 12 December 2017

Simple 2000 Series Vol. 60: The Tokusatsu Henshin Hero

Like the last PS2 game I covered, Seigi no Mikata, The Tokusatsu Henshin Hero is a game that's heavily themed around the genre of Japanese superhero TV shows (though you could probably guess that from the title). Being a Simple 2000 game, however, it eschews the strange meta "living in a tv show world" approach of Seigi no Mikata, and takes the more obvious path of being a beat em up in which you fight a bunch of goons before a monstruous boss.

The tokusatsu flavour is still pretty strong, though. Even though the plot is all in Japanese, it's still easy enough to follow and all the classic cliches of the genre are there: the scientist who gave you your powers watches over you, there's generic footsoldier enemies, along with cheesy-looking monsters, and above the monsters, there's occasional fights against higher-ranking, re-occuring enemies, too. In fact, one of those re-ooccuring enemies, named Yabaider is a direct homage to the character Hakaider, who first appeared as a villain in the 1972 TV series Android Kikaider, and even had his own spinoff movie in 1995 entitled Mechanical Violator Hakaider. Interestingly, as it is a budget game, it takes something of a tokusatsu-style approach to cutting costs, too: the same few locations are reused over and over, there's a lot of padding out by having you fight off increasingly large groups of identical footsoldiers, and none of the battles are particularly grand or spectacular.

These cost-cutting measures unfortunately result in a game that is incredibly repetitive, though. Every stage plays the same, and the first half in which you fight the generic enemies gets longer and more labourious each time as they come in bigger numbers and with more HP each time. The bosses also have far too much HP, as once you've learned their patterns, you're left avoiding them and very gradually chipping away at their life bars for several minutes. Of course, maybe if I could read the unlock conditions for more weapons and moves, maybe it would all have been a lot more fast paced, so the Japanese-literate among you might have a better time (though obviously, I can't promise anything. maybe all the unlockables are rubbish).

You can pick a male or female base, and can choose various costume parts, with more being unlocked as you play, along with more attacks and weapons. At first, I thought there was an Earth Defence Force type situation going on, whereby items are unlocked at random when you finish a stage, but on closer inspection, it appears that each item has a specific unlock condition to be met. This is actually the one place where the language barrier was a problem, as the unlocks started to dry up a few stages in, and I couldn't figure out how to force more of them. It's only a small problem though, as early on, I unlocked a laser pistol and a kind of jumping splits kick, which are both incredibly effective at taking down both footsoldiers and bosses alike.

On the subject of the language barrier, it should also be noted that there are rumours of a European release of this game, from 505 Gamestreet, under the title "Power Fighters". However, though it's appeared on various release lists and so on, I've never seen a copy for sale online or off, nor have I seen any screenshots or footage, and no disc image has ever been ripped and uploaded to the internet as far as I'm aware, either. So I suspect that Power Fighters either doesn't exist at all, or if it does, only on some long-forgotten hard drive in Italy somewhere. Of course, if I'm wrong and it did actually get released, and you can prove it, please let me know.

In summary, The Tokusatsu Henshin Hero is almost an archetypal Simple Series game: it's cheap and repetitive, but also very charming and obviously made with love. It's best played in short bursts of one or two stages at a time, it would definitely be agonising to endure for longer sessions.

Monday, 6 November 2017

Eojjeonji Joheun Il-i Saenggil Geot Gateun Jeonyeok (PC)

So, that long title apparently translates to "A Night Where Good Things Are Bound To Happen", which is also the name of the comic on which it's based, which was the first professional work (as far as I can tell) of Lee myung-Jin, who later went on to create the fantasy comic Ragnarok, which he'd then abandon after that comic's spin-off MMORPG turned out to be wildly more profitable. Boo. This comic apparently got an english translation under the name "Lights Out", which is interesting, I guess.

The comic's apparently about juvenile delinquents and gangsters, and the game is a belt-scrolling beat em up! It's also a bit of an anachronism: despite coming out in 1997, it's a DOS game, rather than Windows 95 or something. At the opposite end of the scale, it also suffers from that beat em up disease I'm sure you're all sick of me complaining about: experience points! You get points for beating up enemies, and at the end of each stage segment, you get a chance to spend those points on things like increasing your max HP, improving your moveset, and so on. You really need to choose wisely, since you'll probably only be able to afford something every couple of visits, and your health doesn't recover between stages unless you pay for it (there's an option to increase and refill your health bar and a cheaper one to just refill it). Also because this game is merciless in its difficulty.

Well, it appears to be on your first play, as your health bar goes down in huge chunks, and after only a few hits from enemies it'll be gone. Obviously, you'll want to upgrade it pretty soon, but there's something else at work that you won't notice at first, that I'll refer to as the "stubbornness" system for the sake of convenience. How stubbornness works is that once your health bar is completely depleted, you start flashing red. While you're in this state, you can keep taking damage indefinitely, as long as you never get knocked off your feet. So it's a cool little last chance type of dealy. It'd be a lot cooler if there were health items every now and then or free healing at the end of the stage, as it'd motivate you to try your very hardest to struggle to the next item, but it's still nice. Some enemies also have the stubbornness trait too, but it's not just a way to make the game even harder, as you get a small amount of experience for every hit you land on a flashing enemy, so, depending on your skill, courage and tolerance to boredom, you can milk these guys for experience indefinitely.

It would be remiss to let this review end without mentioning how great this game looks. The character sprites aren't anything special, but they're nice enough, and more than made up for by the backgrounds, which all look excellent. The game's got a gritty urban setting, and that coupled with the high-quality pixel art almost lets you envision a world where there was a Saturn entry into the Streets of Rage series. A nice little touch is that there's billboard ads for the Ragnarok comic series in some of the backgrounds, too. Anyway, I'm not going to say that this game is an absolute essential that you need to track down, but if you do, and you give it a chance, you won't regret it.

Friday, 6 October 2017

Hokuto no Ken 2: Seikimatsu Kyuseishu Densetsu (NES)

I wasn't aware of this when I started playing this game, but it did actually get localised and released in North America as Fist of the North Star, despite covering a part of the series that wouldn't get an official tranlation until many years later. But the JP version is the version I've played (since I picked up a real copy of it to play on my portable Famiclone), so that's what I'll be talking about. I haven't played the western version, but the reviews on GameFAQs all seem to be describing a completely different game to this one: one where the player has an infinitely regenerating health bar, and the first stage is an endless maze of secret rooms.

Anyway, it's a fairly standard single-plane beat em up in which you play as Kenshiro, and you go from left to right punching goons, until you get to a boss, who needs to be punched several times. A nice touch is that regular enemies and bosses alike will get a cool little death animation where they stand in place getting all warped and distorted for a second or two before shattering into many little pieces, just like in the show! It's a lot more effective than the deaths in the Mega Drive Hokuto no Ken game (also known in its mangled form as Last Battle), where the enemies just kind of fall backwards and turn into a little red splodge.

Anyway, once you figure out the little things like the power ups (tiny words float out of dead enemies. Collecting them increases your power, which mainly improves your movement and attack speed. Every twenty dead enemies fills up another meter bit-by-bit, and when you're at full power, your jacket explodes and you can toplessly shoot slightly useless projectiles) and the game's idiosyncratic collision detection (basically, only the tip of your fist/foot can hurt enemies, and only if it's touching the edge of their sprite), this is a pretty enjoyable game. Smashing enemies to bits is nice and satisfying, and all the bosses and sub-bosses have their own techniques and strategies. It's nothing special, but it's a fairly fun little romp.

What I like most about the game, though, is the way it looks. I've already mentioned the enemies' death animations, but Kenshiro himself has a very distinctive little sprite, the bosses all look unique, the backgrounds look like the gritty post-apocalyptic stone fortresses that they are, and so on. Anyway, it's by no means a classic, but it is a game that holds enough fun to justify the miniscule price it fetches online, and if you like super low resolution sprites and/or Hokuto no Ken, it's definitely worth a look.

Friday, 15 September 2017

Demolish Fist (Arcade)

At some point in the mid-late 1990s, beat em ups as a genre entered something of a drought, from which the genre's never really recovered. While shooting games and 2D platformers have plenty of great representatives from both mainstream and independent developers, new beat em ups are few and far between, and a lot of the time, they're ruined by the kinds of stupid game-killing design choices I've complained about in many, many posts on this blog before: levelling up/skill shops, negative difficulty curves, and a new one I only discovered recently: there's a game available on PS4 and PC called Mother Russia Bleeds, and the lives/continue system is so broken as to make it impossible to get a game over (as far as I could tell), rendering the game completely pointless.

But anyway, that drought. It was still very much in effect in 2003, when Demolish Fist was released, and even among the few beat em ups released about that time, this one stands out by being more traditional. Though it's entirely in 3D and you can move and face in all eight directions, the camera sticks rigidly in one position (not counting cutscenes, obviously), making the game play like a regular, old-fashioned belt scroller. And it does a great job of it, too! You walk along, beat up crowds of bad guys, pick up weapons and power-ups and a good time is had by all.

Of course, every beat em up needs to have a gimmick to make it stand out, even if it has no contemporary competitors, and Demolish Fist actually has a few! Firstly, there's a block button. It's not a massive thing, but it's still something that a lot of beat em ups don't have. Secondly, the game takes an approach to weaponry akin to Two Crude Dudes or Dynamite Deka, having tons of stuff available to pick up and swing and/or throw: cattleprods, baseball bats with nails hammered into the end, swords, electrified gloves, fuel tanks, vending machines, motorcycles, cars and so on. The final, and most unique gimmick is the vertigo system. You get a power bar that fills up from attacking enemies, like in many other games. When it fills up, you can press all three buttons to enter vertigo mode, during which you're not only invincible, but you can also attack as fast as you're able to hammer the attack button. This lasts for ten seconds or until every enemy present has been defeated, and it never gets old or stops being satisfying.

I also want to talk about this game's setting and aesthetic, which I like as much as the game itself. It's a kind of look that was used in a lot of anime and Japanese videogames around the turn of the century that I'm going to call "sunset dystopia", a world where there hasn't been any kind of cataclysmic event, but it's just kind of lurching slowly towards an eventual apocalypse through societal entropy that's just on the horizon. I guess other examples of the look would be Daraku Tenshi, King of Fighters 99, and Crimson Tears.

So yeah, Demolish Fist is an excellent game. If you're able to play it (and most fairly modern computers should be able to emulate the Atomiswave at a decent speed by now. My pre-owned laptop can manage it, even!), then you definitely should.

Thursday, 3 August 2017

Devil Zone (MSX)

Since I've recently been playing more Famicom games, I've grown a strong affection towards the single-plane beat em up, as a genre. The nice thing about the genre is that it's so simple at its base that developers only need to have one or two mechanical additions to make for an interesting and worthwhile entry. The one positive thing I can say about Devil Zone is that its developers definitely weren't short on ideas, and they were actually ahead of their time in some ways! Unfortuantely, not only are the ideas they had not particularly great, they weren't really very well executed, either.

So, as expected from the genre, you walk from left to right, kicking monsters in the head, until you reach the stage's boss. Now, I have to admit that I only had the patience to get as far as the second boss, but in my defence, this is a game that relies a lot more on luck and patience than it does skill. The main ideas that the developers added to the skeleton of the single-plane beat em up are magic items and a weapons shop. The magic items can be stored until needed, and have various different effects, like invincibility, killing all onscreen enemies, stopping time, and so on. The weapons shop itself has enough weird idiosyncracies surrounding it that it gets a paragraph all of its own.

Firstly, you can access the weapons shop at any time. Secondly, the currency you use (red stars) is, like the magic items mentioned above, randomly dropped by enemies. The third, and strangest point about the weapons shop is that there's another set of randomly dropped items that cause the prices to fluctuate when collected. There's three orbs than can appear: a green one that reduces the prices, a red one that increases them, and a blue one that returns the prices to their defaults. Such a strange idea! Anyway, the weapons are completely essential to defeating the bosses.  More specifically, the last three weapons are projectile weapons, and without one of these, you'll face extreme difficulty in fighting the bosses. The best one, oddly, is the second most expensive one, while the two cheapest weapons are melee weapons, and are so slow that they'll probably get you killed rather than help you in any way.

So, to sum things up, what Devil Zone brings to the table are two things you've seen me complain about many times before: skill/weapon shops, and an emphasis on luck over skill. Another thing that kills it for me is that if you do save up enough stars to buy a decent weapon to fight the boss with, and you die, you lose your bought weapon, and with no weapon and slim chance of building up a stock of stars to buy a new one before you get back to the boss, you've probably gotten as far as you're going to get on this run. Needless to say, Devil Zone is not a game I recommend seeking out and playing yourself.

Tuesday, 6 June 2017

Crest of Wolf (PC Engine)

So, Crest of Wolf, which is also known as Riot Zone, is a port of the arcade game Riot City. Wikipedia says that the reason for all this is that while Westone owned the rights to the game itself, while SEGA owned the title and all the characters. I don't know how true that is, but since it sounds like the arrangement that lead to the altered PC Engine ports of the Wonderboy in Monsterland games, it seems plausible.

Anyway, it's a pretty average beat em up, of the kind that sprouted up in their dozenns in the early 90s, following the release of Final Fight. It doesn't do anything particularly interesting or innovative with the forumla, with the characters only having pretty basic movesets, and there aren't even any weapons to pick up and use. To make things even worse, this port of the game doesn't even have a two-player mode, which is a particular shame, since I was looking forward to playing this co-op when I eventually got round to getting a multitap and another controller for my PC Engine.

It does have something in its favour, though: its aesthetic and presentation! The usual beat em up influences of Hokuto no Ken, The Warriors and Streets of Fire aren't so present in Crest of Wolf, and in their place is something a little more interesting. The game takes place in a very chinese-looking lawless island city that's reminiscent of the real-life Kowloon Walled City, which was in the process of being demolished when this game came out in 1993. Another possible inspiration that came to mind when I saw the mouldy concrete, rotting brickwork and general dilapidation of the locales seen in the game is Jademan Wong's comic Oriental Heroes, specifically the late 1980s incarnation that got a run translated into English.

It's not only original, but also really atmospheric, even with minimal animation. There's one part in particular that really caught my imagination: near the start of stage three, you fight in front of a seedy mahjong parlour, with people crowded round small tables, sat on stools and chain-smoking as mice scrurry back and forth across the floor. The boss of the same stage is an evil acupuncturist who you fight in his office, with diagrams on the walls and so on. I don't know why more games haven't used a similar setting.

So yeah, on a purely mechanical level, Crest of Wolf isn't anything special. It's not bad, but it's not a lost gem of the genre or anything, either. I think the setting and the atmosphere more than make up for that, though, and it's a game that's definitely worth your time.