I complain a lot about how many action games, especially those released in recent years, are ruined by the addition of experience points, skill progression, and the negative difficulty curve that those features create. But of course, there are exceptions to every rules, and Battle Tycoon is one of them. It's the sequel to a PC Engine game I've not yet played called Flash Hiders, and both games seem to be pioneering forays into the kind of long, robust single player modes that later fighting games like the home ports of Street Fighter Alpha 3 or Virtua Fighter 4 Evolution would have.
Obviously, there's the traditional modes where you just pick characters and fight against other human players or computer-controlled opponents, but the meat of the game is in the "Advance" mode, which has you selecting a character that you'll stick with for the duration, while you fight opponents, gain experience and raise your stats. This mode is split into days, and at different times of day, you can go to different places: the official arena to take part in fights against random opponents at random power levels, the street fight arena, where you can choose your opponent from a whoever's present on that day, the gambling den where you can bet on fights in which you don't personally participate (though, if you want, you can actually sit out of fighting altogether and have the computer do it. though the strategy/raising part of the game isn't really deep enough that this would be worthwhile for anyone), an item shop, a place to save your progress, and your apartment where you can look at your stats.
Mostly though, you just take part in fights and watch numbers gradually go up. There's an interesting thing to note about the character stats in this game, though. There are four stats: Attack, Guard, Speed and Point. The first three are obvious, but Point is a pool of extra stat points that can be assigned as you see fit at the start of every bout. All the fights are so easy that the stats don't really seem to matter very much at all, but it's a nice touch. It's an enjoyable mode, and when it came out, there probably wasn't really anything like it. It's kind of surprising that a game like this, that is, a longform action game that's totally accessible to the JP-illiterate doesn't seem to have any kind of fandom in the west already. You would have thought it would have been a hit as far back as the imports market in the 90s, especially when you get onto how it looks and sounds.
How does it look and sound? Well, it's obvious that the developers not only had a target audience in mind, but they knew exactly hoe to hook them. Everything about this game is aggressively designed to appeal to 1990s anime fans (or as they were known at the time it came out, just regular anime fans). The character designs, the stages, even the menus, all look like they could have been licensed from a hundred different OAVs of the time, with music that comes as close to the ideal as the SNES can muster, too. The sprites are a little smaller than most fighting games of the time, but the quality of the artwork is still generally of a very high standard and the whole game looks great.
I totally recommend trying out Battle Tycoon. It looks incredible, and though it's not a particularly sophisticated fighting game, it's still fun enough and the single player mode is, as mentioned, years ahead of its time. It really makes me want to splash out on a 6-button PC Engine controller and a copy of the first game, too, since that has things like full-screen pixel art cutscenes and CD quality music.
Showing posts with label fighting. Show all posts
Showing posts with label fighting. Show all posts
Saturday, 3 February 2018
Friday, 19 January 2018
Megatudo 2096 (Playstation)
The first thing I want to say about this game, before I actually say anything about the game itself, is that though there's no Japanese text ingame as far as I can tell, the title itself is somehow mistransliterated, judging by the voice on the title screen. That voice calls it "Megatude 2096", which is actually a worse title than the one written down, as it sounds like the dominant personality trait of a 90s platformer's main character.
Anyway, this is a 3D fighting game, in which all the characters are giant robots, rendered with glorious gouraud shading. It works especially well, too, as it makes them all look exactly like unpainted plastic model kits. The backgrounds are more traditionally textured, but they look pretty good, too. Despite all that, there's still something about Megatudo 2096 that just feels incredibly low budget, especially on the title screen and menus.
Another thing in its favour, though, is that it does try to do a few unique things mechanically: rather than just having normal, mundane side-stepping, the game takes advantage of the fact that its characters are robots with the "linear dash", which is essentially a very fast kind of strafing on rocket-powered roller skates. It's also an early example of a projectile-based fighting game, like the Psychic Force or Senko no Ronde series. It's still a bit primitive, though: for example, you don't automatically switch between projectile and melee attacks based on the distance between the two fighters, but instead there's the slightly clunky inclusion of a weapon change button. As far as I can tell, you'll never actually want to use you melee weapon anyway, since the best strategy in this game for beating any opponent is to just linear dash in circles around them while constantly shooting.
There's not really much more to say about it, though. It's a kind of cool-looking, kind of cheap-looking experimental fighting game that you might find interesting for half an hour or so. Maybe more if you play against a human opponent, which I haven't had the opportunity to do, though I'd be interested if it's more tactically interesting when you're not playing against a stupid AI. Another interesting fact is that there's one FAQ for this game on gameFAQs, and it was written in 1996! I always like finding games that have really old FAQs on there. Anyway, if you're curious, give it a shot, but if you don't you're not missing much. Play Psychic Force 2012 instead.
Anyway, this is a 3D fighting game, in which all the characters are giant robots, rendered with glorious gouraud shading. It works especially well, too, as it makes them all look exactly like unpainted plastic model kits. The backgrounds are more traditionally textured, but they look pretty good, too. Despite all that, there's still something about Megatudo 2096 that just feels incredibly low budget, especially on the title screen and menus.
Another thing in its favour, though, is that it does try to do a few unique things mechanically: rather than just having normal, mundane side-stepping, the game takes advantage of the fact that its characters are robots with the "linear dash", which is essentially a very fast kind of strafing on rocket-powered roller skates. It's also an early example of a projectile-based fighting game, like the Psychic Force or Senko no Ronde series. It's still a bit primitive, though: for example, you don't automatically switch between projectile and melee attacks based on the distance between the two fighters, but instead there's the slightly clunky inclusion of a weapon change button. As far as I can tell, you'll never actually want to use you melee weapon anyway, since the best strategy in this game for beating any opponent is to just linear dash in circles around them while constantly shooting.
There's not really much more to say about it, though. It's a kind of cool-looking, kind of cheap-looking experimental fighting game that you might find interesting for half an hour or so. Maybe more if you play against a human opponent, which I haven't had the opportunity to do, though I'd be interested if it's more tactically interesting when you're not playing against a stupid AI. Another interesting fact is that there's one FAQ for this game on gameFAQs, and it was written in 1996! I always like finding games that have really old FAQs on there. Anyway, if you're curious, give it a shot, but if you don't you're not missing much. Play Psychic Force 2012 instead.
Tuesday, 26 September 2017
Shinseiki Evangelion: Battle Orchestra (PS2)
Considering what a huge merchandising juggernaut Neon Genesis Evangelion is, it's surprising that not a single one of the videogames based on it (as far as I'm aware) has ever been released outside Japan. The might have something to do with the fact that despite being a super robot show, most Evangelion games are text-heavy things like adventure games and child-rearing simulators, which don't have big fanbases in the west . But there are a few action games, like this one, and the one on N64, which have also been passed over for westward release.
A certain kind of fan might be a little upset with the above paragraph, thinking I'm not showing Evangelion the proper amount of respect and reverence by referring to it as a super robot show, but that's what it is, and furthermore, this game is similarly irreverent. For a start, it's a Smash Bros.-esque party fighting game, with platforms and weapons and so on (though all the weapons are realistic things like missiles and axes, no squeaky hammers or anything), and it uses characters and locations from not only the series itself, but also from the movie End of Evangelion. So you can have fights atop a bunch of navy ships in the ocean, in the flooded remains of Tokyo, and even in places like the Seele room where all those talking slabs hang out at say ominous things to each other. The best stage of all, however, is Terminal Dogma, the place where the angel Lilith is crucified, bleeding LCL. This stage also serves as the game's "Final Destination", being just a flat plain with no special features or gimmicks.
The game's story mode lets you play as any of the five kids who pilot evas over the course of the series, and it goes pretty much as you expect: you just take part in battles from the show, one after another. More interesting are the versus and survival modes, though, as they allow you to play as the angels, as well as some other oddities, like the mass-produced Evas from EoE, and there's even a guest character in the form of the Gunbuster! (Though it must be a shrunken-down version, since the actual Gunbuster was on a significantly larger scale than the Evas and angels.) The best part of this is that the selection isn't limited to those angels that are vaguely anthropomorphic: the d8-shaped Ramiel, spherical Leilel, and just plain strange Sahaquiel are all present. I'm sure I've said in previous that I'm not a big fan of Smash-likes, but I think Battle Orchestra has enough weird stuff in it to be worth a look, and the inclusion of such strange playable characters adds a lot of appeal.
So yeah, I'm surprised this game isn't already better known, since it's one of the few Evangelion videogames that's totally playable without knowledge of Japanese, plus it's actually pretty good for what it is. I should also mention that on top of everything else, it looks amazing, a ton of effort has obviously gone into the presentation, both in battle and in the menus. It's a bit of a copout, but I'll just end by saying that if you're a fan of Evangelion, and not averse to having a bit of illy fun with it, you should totally track this game down. If not, you probably shouldn't bother.
A certain kind of fan might be a little upset with the above paragraph, thinking I'm not showing Evangelion the proper amount of respect and reverence by referring to it as a super robot show, but that's what it is, and furthermore, this game is similarly irreverent. For a start, it's a Smash Bros.-esque party fighting game, with platforms and weapons and so on (though all the weapons are realistic things like missiles and axes, no squeaky hammers or anything), and it uses characters and locations from not only the series itself, but also from the movie End of Evangelion. So you can have fights atop a bunch of navy ships in the ocean, in the flooded remains of Tokyo, and even in places like the Seele room where all those talking slabs hang out at say ominous things to each other. The best stage of all, however, is Terminal Dogma, the place where the angel Lilith is crucified, bleeding LCL. This stage also serves as the game's "Final Destination", being just a flat plain with no special features or gimmicks.
The game's story mode lets you play as any of the five kids who pilot evas over the course of the series, and it goes pretty much as you expect: you just take part in battles from the show, one after another. More interesting are the versus and survival modes, though, as they allow you to play as the angels, as well as some other oddities, like the mass-produced Evas from EoE, and there's even a guest character in the form of the Gunbuster! (Though it must be a shrunken-down version, since the actual Gunbuster was on a significantly larger scale than the Evas and angels.) The best part of this is that the selection isn't limited to those angels that are vaguely anthropomorphic: the d8-shaped Ramiel, spherical Leilel, and just plain strange Sahaquiel are all present. I'm sure I've said in previous that I'm not a big fan of Smash-likes, but I think Battle Orchestra has enough weird stuff in it to be worth a look, and the inclusion of such strange playable characters adds a lot of appeal.
So yeah, I'm surprised this game isn't already better known, since it's one of the few Evangelion videogames that's totally playable without knowledge of Japanese, plus it's actually pretty good for what it is. I should also mention that on top of everything else, it looks amazing, a ton of effort has obviously gone into the presentation, both in battle and in the menus. It's a bit of a copout, but I'll just end by saying that if you're a fan of Evangelion, and not averse to having a bit of illy fun with it, you should totally track this game down. If not, you probably shouldn't bother.
Saturday, 9 September 2017
Real Fighter (PC)
If you go back and play the original Virtua Fighter, you'll find a pretty fun game, and I'm you'll also agree that though the character models and textures are simple, there's a lot of life in them, and the animation in particular is more lifelike and realistic than any fighting game that had come before it. Back in the early-mid 1990s, however, I didn't live near any arcades, nor was I rich enough to have a 32X or a Saturn. So I'd see still screenshots of SEGA's fighting game, and wonder why all the writers were losing their minds over what looked like two piles of boxes engaging in combat.
I bring all this up to make something clear to you: you might look at the screenshots of Real Fighter in this review and assume that it's a similar scenario, that it looks bad in still pictures, but in motion it takes on a whole new life. You would be very wrong to assume this. In fact, Real Fighter actually looks worse in motion than it does in still screenshots. The characters look only very vaguely human at the best of times, their fighting stances look ridiculous and when they move, it's something akin to someone picking up an action figure and seeing how far in each direction every point of articulation goes, attempting to make the most impossible poses they can.
Actually playing the game isn't any better. Like Virtua Fighter, you have buttons for punch, kick and guard. Guard works exactly as you'd expect, punch will make a punch happen maybe one of every ten times you press it, and kick will usually produce something that's kind of like a kick or series of kicks. The two characters will sort of randomly flail at each other for a while, until one of them either runs out of health or falls off the stage. None of this is helped by the camera, that changes angles completely at random, presumably in an ill-fated attempt at being cinematic.
I might be being a little too harsh on Real Fighter, since it is, after all, Korea's first ever 3D fighting game (as far as I can tell, it might also be the only Korean 3D fighting game, as all the others I've seen, before and since, have been 2D), but it's just an ugly, boring waste of time. Don't bother playing it, except for reasons of historical curiosity.
I bring all this up to make something clear to you: you might look at the screenshots of Real Fighter in this review and assume that it's a similar scenario, that it looks bad in still pictures, but in motion it takes on a whole new life. You would be very wrong to assume this. In fact, Real Fighter actually looks worse in motion than it does in still screenshots. The characters look only very vaguely human at the best of times, their fighting stances look ridiculous and when they move, it's something akin to someone picking up an action figure and seeing how far in each direction every point of articulation goes, attempting to make the most impossible poses they can.
Actually playing the game isn't any better. Like Virtua Fighter, you have buttons for punch, kick and guard. Guard works exactly as you'd expect, punch will make a punch happen maybe one of every ten times you press it, and kick will usually produce something that's kind of like a kick or series of kicks. The two characters will sort of randomly flail at each other for a while, until one of them either runs out of health or falls off the stage. None of this is helped by the camera, that changes angles completely at random, presumably in an ill-fated attempt at being cinematic.
I might be being a little too harsh on Real Fighter, since it is, after all, Korea's first ever 3D fighting game (as far as I can tell, it might also be the only Korean 3D fighting game, as all the others I've seen, before and since, have been 2D), but it's just an ugly, boring waste of time. Don't bother playing it, except for reasons of historical curiosity.
Saturday, 6 May 2017
Lightning Legend: Daigo no Daibouken (Playstation)
There was a nice little trend in the late 90s, of 3D fighting games being released on home consoles with no prior ties. That is, they weren't related to existing games franchises and they weren't ports of arcade fighters. Most of them never got much attention beyond small cult followings, maybe a geocities fansite here or there, and as a result, most of them never got sequels and are mostly forgotten. Daigo no Daibouken is one of those games.
As far as I can tell, it's a completely original creation: no anime license, no arcade version, nothing. But you wouldn't guess if you weren't told, as the presentation on all levels is amazing. Not only does the game itself look great (a point I'll get back to later), but it's a total package that must have either had a pretty high budget or been a labour of love for the developers. It starts right from the outset, with the game having probably the best character select screen I've ever seen, depicting a room with a large window with a cliff outside, and all the playable characters just hanging out in the room (and on the cliff). Then there's the gallery, where each character not only has a bunch of the usual character design art and so on associated with them, but bizarrely, they each also have a selection of lovingly drawn food items. It's just a great, complete package that makes the game feel like it's a part of an existing series, despite being a one game wonder.
As for how the game actually plays, you have to remember that a lot of these games fell into obscurity because while they were enjoyable enough games, they just weren't in the same league as the games coming to consoles from the arcade. Daigo no Daibouken is no different in that regard, but it does combine a few nice little touches from other games (some of which actually came out years after it) that give it its own feel. It uses a 3-button control scheme similar to more modern fare like Marvel vs. Capcom 3 and Blazblue. It also has an anime-style super meter that has to be charged manually by holding the taunt and strong attack buttons together. You can also easily put together cool-looking normal combos by mashing the weak and medium attack buttons. Blocking is a weird one in this game: as well as holding back to block, it seems that holding forward also blocks, and possibly also pressing an attack button at the exact time of impact ala Asuka 120% Burning Fest.
Going back to the in-game graphics, they're excellent. This little subgenre of fighting games has been getting attention in some circles recently, because of their colourful aesthetics and crazy character designs. While most of the characters in this game aren't as out-there as in other games, it's definitely very colourful, and the character models themselves look great. I don't know whether it's a case of excellent modelling, well-drawn textures or maybe both, but they look amazing.
All in all, Lightning Legend: Daigo no Daibouken is a pretty good game. It won't set your world on fire, but it's enjoyable enough, and a lot of love clearly went into making it.It's definitely worth a shot.
As far as I can tell, it's a completely original creation: no anime license, no arcade version, nothing. But you wouldn't guess if you weren't told, as the presentation on all levels is amazing. Not only does the game itself look great (a point I'll get back to later), but it's a total package that must have either had a pretty high budget or been a labour of love for the developers. It starts right from the outset, with the game having probably the best character select screen I've ever seen, depicting a room with a large window with a cliff outside, and all the playable characters just hanging out in the room (and on the cliff). Then there's the gallery, where each character not only has a bunch of the usual character design art and so on associated with them, but bizarrely, they each also have a selection of lovingly drawn food items. It's just a great, complete package that makes the game feel like it's a part of an existing series, despite being a one game wonder.
As for how the game actually plays, you have to remember that a lot of these games fell into obscurity because while they were enjoyable enough games, they just weren't in the same league as the games coming to consoles from the arcade. Daigo no Daibouken is no different in that regard, but it does combine a few nice little touches from other games (some of which actually came out years after it) that give it its own feel. It uses a 3-button control scheme similar to more modern fare like Marvel vs. Capcom 3 and Blazblue. It also has an anime-style super meter that has to be charged manually by holding the taunt and strong attack buttons together. You can also easily put together cool-looking normal combos by mashing the weak and medium attack buttons. Blocking is a weird one in this game: as well as holding back to block, it seems that holding forward also blocks, and possibly also pressing an attack button at the exact time of impact ala Asuka 120% Burning Fest.
Going back to the in-game graphics, they're excellent. This little subgenre of fighting games has been getting attention in some circles recently, because of their colourful aesthetics and crazy character designs. While most of the characters in this game aren't as out-there as in other games, it's definitely very colourful, and the character models themselves look great. I don't know whether it's a case of excellent modelling, well-drawn textures or maybe both, but they look amazing.
All in all, Lightning Legend: Daigo no Daibouken is a pretty good game. It won't set your world on fire, but it's enjoyable enough, and a lot of love clearly went into making it.It's definitely worth a shot.
Friday, 3 March 2017
Beast Saga Saikyou Gekiotsu Coliseum (3DS)
There's a fondly-remembered 80s toyline called "Battle Beasts." They were simple figures with a simple concept: little rubber figures of anthropomorphic animals wearing armour that was an aesthetic mix of medieval knight's armour and futuristic power armour.For some reason, though, it never got the big relaunches that lots of other 80s toylines did, until 2013, when the new toyline Beast Saga debuted in Japan, along with a new cartoon to promote it. I don't think either of them ever reached the west, though apparently the cartoon did get an English dub that aired in parts of Asia.
So, not only is this game a toyline/cartoon tie-in, but it's a modern one, too, and neither of those things bode well for its quality. It's an arena-style fighting game with a setup that's vaguely similar to some of the Gundam arcade games, whereby each fight involves two teams of fighters. The teams might not have the same number or strength of members, but both team has an equal value of battle points, and each member is worth a different amount of said points. When a character is knocked out, they're out of the battle for a short time, and their team's BP is reduced by that member's value. When a team has no BP left, they lose. Some stages in story mode also feature monoliths at either end of the arena, which result in instant defeat if destroyed.
It's very simple to play: you have buttons for chain attacks, strong attacks and projectile attacks (which can be charged), as well as a button for rolling/dodging, and a button for utilising super attacks once your meter is full. The story mode has an interesting layout, being made up of several multi-part arcs, with more being unlocked as you finish them. There's a main storyline with numbered arcs, as well as side stories in which you play as villains and such, which is a cool addition.
I've mostly been positive about this game so far, but I have to break it to you that that most hated bugbear of the modern action game rears its head: levelling up. It's not too bad, though, as levelling up doesn't appear to have too massive an effect on your character's performance, and from the few hours I've played so far, the game does still seem to be getting harder rather than easier, as is often the case in action games with levelling. Plus, levelling doesn't affect anything in the game's free battle mode, which presumably is also the multiplayer mode, so that's a plus too. Though another negative is that even after a couple of hours' play, more than half the characters in free battle mode are still locked. That's incredibly annoying, though I guess it's better than locking them behind a paywall.
Despite its faults, I still like this game. It's a fun little casual knockabout of a game, and the characters are mostly really cool-looking, which I guess they'd have to be ifthey want to sell any toys. If you have the means to play it, and you can track a cheap copy down, I'd say Beast Saga is worth a look.
So, not only is this game a toyline/cartoon tie-in, but it's a modern one, too, and neither of those things bode well for its quality. It's an arena-style fighting game with a setup that's vaguely similar to some of the Gundam arcade games, whereby each fight involves two teams of fighters. The teams might not have the same number or strength of members, but both team has an equal value of battle points, and each member is worth a different amount of said points. When a character is knocked out, they're out of the battle for a short time, and their team's BP is reduced by that member's value. When a team has no BP left, they lose. Some stages in story mode also feature monoliths at either end of the arena, which result in instant defeat if destroyed.
It's very simple to play: you have buttons for chain attacks, strong attacks and projectile attacks (which can be charged), as well as a button for rolling/dodging, and a button for utilising super attacks once your meter is full. The story mode has an interesting layout, being made up of several multi-part arcs, with more being unlocked as you finish them. There's a main storyline with numbered arcs, as well as side stories in which you play as villains and such, which is a cool addition.
I've mostly been positive about this game so far, but I have to break it to you that that most hated bugbear of the modern action game rears its head: levelling up. It's not too bad, though, as levelling up doesn't appear to have too massive an effect on your character's performance, and from the few hours I've played so far, the game does still seem to be getting harder rather than easier, as is often the case in action games with levelling. Plus, levelling doesn't affect anything in the game's free battle mode, which presumably is also the multiplayer mode, so that's a plus too. Though another negative is that even after a couple of hours' play, more than half the characters in free battle mode are still locked. That's incredibly annoying, though I guess it's better than locking them behind a paywall.
Despite its faults, I still like this game. It's a fun little casual knockabout of a game, and the characters are mostly really cool-looking, which I guess they'd have to be ifthey want to sell any toys. If you have the means to play it, and you can track a cheap copy down, I'd say Beast Saga is worth a look.
Monday, 30 January 2017
Dreammix TV World Fighters (Gamecube)
So, when Super Smash Bros Melee came out on the Gamecune and proved to be a massive hit, way bigger than its N64 forebear, there were a few me-too platform fighting games that tried to ride its coattails, mostly licensed from popular anime of the time like Digimon, Groove Adventure Rave or Bobobo-bo Bo-bobo. Dreammix TV World Fighters is even more of a Smash Bros wannabe than those games, as like Smash Bros, it's a big crossover, and it actually pre-empts the more famous series in two ways: it's a multi-company crossover, and it features Solid Snake as a playable character!
Yes, it's a crossover featuring characters from the videogame publisher Hudson Soft (providing characters from Bomberman, Bloody Roar and others), the toymakers Takara (represented by Transformers, Beyblade and some dolls) and the pachinko machine manufacturers* Konami (who probably have the most recoginsable line-up, having characters from Gradius, Twinbee, Castlevania, and some baseball series alongside the famous Mr. Dave Snake). Like most of these games, it doesn't use a traditional health bar system, instead having fights decided by a convoluted system involving coins with hearts on them.
How it works is this: at the start of a fight, coins with hearts on them will rain from the 'bove, and all the character present will scramble to collect as many as they can in the few seconds before they disappear. During the fights, taking damage means dropping coins, until, when you have no coins left, you'll shrink down to a tiny size and a big glowing heart will come out of you and float around. If you can catch that heart before anyone else, you're back in the game, but if not, you're no longer able to win, but you can still move around in your shrunken form, like a small useless ghost (Iguess this is so players aren't left with nothing to doing after getting eliminated). The last player left at their full size is the winner, of course.
The actual act of playing is very similar to Smash Bros: you have buttons for jumping, normal and special attacks, throws and blocking. You do different attacks by pushing the analogue stick in the right direction while pressing one of the attack buttons. The most flagrant thing is that the shoulder buttons are used for blockng, and while blocking, you character crouches and gets surrounded by an impenetrable bubble. Shameless!
I'd feel unnecessarily harsh referring to this as a poor man's Smash Bros, as I enjoyed as much as the "real thing" (although to be fair, I do consider Smash Bros to be a bit of a poor man's Power Stone 2 to begin with), plus it has a bit of a more exciting roster than its consolemate Melee, especially if you don't particularly have a great interest in many of Nintendo's first party titles or their style of character design. I guess all I can say is that if you like Smash Bros, but you'd like to see Optimus Prime and Tyson from Beyblade fight Bomberman and a Moai head, then you should definitely play this game. If not, then probably not. What a boring copout!
*SATIRE~!
Yes, it's a crossover featuring characters from the videogame publisher Hudson Soft (providing characters from Bomberman, Bloody Roar and others), the toymakers Takara (represented by Transformers, Beyblade and some dolls) and the pachinko machine manufacturers* Konami (who probably have the most recoginsable line-up, having characters from Gradius, Twinbee, Castlevania, and some baseball series alongside the famous Mr. Dave Snake). Like most of these games, it doesn't use a traditional health bar system, instead having fights decided by a convoluted system involving coins with hearts on them.
How it works is this: at the start of a fight, coins with hearts on them will rain from the 'bove, and all the character present will scramble to collect as many as they can in the few seconds before they disappear. During the fights, taking damage means dropping coins, until, when you have no coins left, you'll shrink down to a tiny size and a big glowing heart will come out of you and float around. If you can catch that heart before anyone else, you're back in the game, but if not, you're no longer able to win, but you can still move around in your shrunken form, like a small useless ghost (Iguess this is so players aren't left with nothing to doing after getting eliminated). The last player left at their full size is the winner, of course.
The actual act of playing is very similar to Smash Bros: you have buttons for jumping, normal and special attacks, throws and blocking. You do different attacks by pushing the analogue stick in the right direction while pressing one of the attack buttons. The most flagrant thing is that the shoulder buttons are used for blockng, and while blocking, you character crouches and gets surrounded by an impenetrable bubble. Shameless!
I'd feel unnecessarily harsh referring to this as a poor man's Smash Bros, as I enjoyed as much as the "real thing" (although to be fair, I do consider Smash Bros to be a bit of a poor man's Power Stone 2 to begin with), plus it has a bit of a more exciting roster than its consolemate Melee, especially if you don't particularly have a great interest in many of Nintendo's first party titles or their style of character design. I guess all I can say is that if you like Smash Bros, but you'd like to see Optimus Prime and Tyson from Beyblade fight Bomberman and a Moai head, then you should definitely play this game. If not, then probably not. What a boring copout!
*SATIRE~!
Wednesday, 18 January 2017
Simple Wii Series Vol. 4 - The Shooting Action
Like I said, I'm new to motion controls, and this is the first motion-controlled game that I've played for an extended amount of time. It mostly works okay, with the only real problem being that it takes a minute or two to regain your bearings each time you load up the game, and having one arm outstretched the whole time you're playing is pretty uncomfortable. But I guess everyone else already knows all that, right?
Anyway, the game has all the typical fighting game single player modes: An arcade-style mode where you fight opponents of gradually increasing difficulty, a survival mode where you have a single health bar to fight off as many opponents as possible, and a time attack mode, which gives you infinite lives and finite time to defeat as many opponents as possible. I haven't been able to play the game multiplayer, but it appears to support up to four players (though the single player modes are never more than one-on-one).
The Shooting Action is a fun little game. It's nothing special, and it's not a patch on Senko no Ronde, but it is a nice enough cheap-and-cheerful substitute (though it's not like SnR fetches a particularly high price either these days, assuming you still have an X Box 360 with a working DVD drive).
Wednesday, 28 December 2016
Frame Gride (Dreamcast)
Before they hit the mainstream with the Souls series, From Software spent years making games aimed at very specific niches, like their slow-paced, high-difficulty first person action RPGs (the most famous of which being those in the Kings Field series), or their super in-depth Armoured Core series of giant robot sims. Frame Gride is, compared to those games, a lot simpler, easier and more accessible. Another difference is in the setting: while the AC series takes place in a futuristic world of capitalism gone mad, Frame Gride takes place in a medieval fantasy world, more akin to the likes of Aura Battler Dunbine or the Vision of Escaflowne, and with mecha that look like grand, ornate suits of giant armour.
It's a game of one-on-one giant robot arena fights, though with controls and setup being a lot simpler than the Armoured Core games. There's only a few different stats for each piece of equipment, and the stats are represented by simple bars, rather than pages and pages full of numbers. The way you acquire more equipment is also simplified: there's neither currency nor shops in this game. Instead, defeating foes rewards you with various gems, and in your home menu, you can combine two of these gems at a time, with each possible combination garnering either a piece of equipment or a "squire", which I'll get onto later. Luckily, there's no need to waste time and gems on trial and error, since the equipment screen does tell you what gems you need to combine for each item.
Now, the squires. They're self-operated robots you can summon to fight alongside you in battle (and your foes can do the same). You get them by combining gems, just like your equipment, and they all have their own properties and different kinds of weapons. They each also have an LF points value, which is like a quota. The maximum amount of LF's worth of squires you can summon depends on which pieces of armour you have equipped. They're not a massive help, but they're better than nothing. Also, destroying your enemies' squires gets you more gems.
The game, other than the menu between fights where you combine gems, change equipment and so on, is very simply structured. You just go from one fight to the next, until, after defeating seven foes, you fight the final boss. It's not a long game, but there's an obvious reason for that, though unfortuantely, it's one that I can't really tell you about in great detail. Frame Gride has an online battle option, and it's clear that it's this the game was built around, with single player being there as both an obligation and a bit of added value. Obviously, there's no way for me to possibly play Frame Gride online in this day and age, so I can't tell you about how it worked. But I can say that it's weird that it was never brought to the west, purely because Dreamcast owners outside Japan were starved of games with online play. Magazines and internet message boards alike would decry the lack of online games being released. We can now see that they did exist, in many genres, but only in Japan, another case of SEGA Europe and America's infamous ineptitude when it came to choosing Dreamcast (and Saturn) games for western release.
All that aside, though, Frame Gride is still a great-looking game, and single player mode is still a fine way to pass an hour or two. There's also a translation patch floating around on the internet, to make things that bit more accessible. I think the version I played must have been an early version of the patch, as I have seen mention online of the game being fully translated, and the version I played still had a lot of Japanse text left untouched. Either way, it's far from impenetrable as it is, and I recommend you give it a try.
It's a game of one-on-one giant robot arena fights, though with controls and setup being a lot simpler than the Armoured Core games. There's only a few different stats for each piece of equipment, and the stats are represented by simple bars, rather than pages and pages full of numbers. The way you acquire more equipment is also simplified: there's neither currency nor shops in this game. Instead, defeating foes rewards you with various gems, and in your home menu, you can combine two of these gems at a time, with each possible combination garnering either a piece of equipment or a "squire", which I'll get onto later. Luckily, there's no need to waste time and gems on trial and error, since the equipment screen does tell you what gems you need to combine for each item.
Now, the squires. They're self-operated robots you can summon to fight alongside you in battle (and your foes can do the same). You get them by combining gems, just like your equipment, and they all have their own properties and different kinds of weapons. They each also have an LF points value, which is like a quota. The maximum amount of LF's worth of squires you can summon depends on which pieces of armour you have equipped. They're not a massive help, but they're better than nothing. Also, destroying your enemies' squires gets you more gems.
The game, other than the menu between fights where you combine gems, change equipment and so on, is very simply structured. You just go from one fight to the next, until, after defeating seven foes, you fight the final boss. It's not a long game, but there's an obvious reason for that, though unfortuantely, it's one that I can't really tell you about in great detail. Frame Gride has an online battle option, and it's clear that it's this the game was built around, with single player being there as both an obligation and a bit of added value. Obviously, there's no way for me to possibly play Frame Gride online in this day and age, so I can't tell you about how it worked. But I can say that it's weird that it was never brought to the west, purely because Dreamcast owners outside Japan were starved of games with online play. Magazines and internet message boards alike would decry the lack of online games being released. We can now see that they did exist, in many genres, but only in Japan, another case of SEGA Europe and America's infamous ineptitude when it came to choosing Dreamcast (and Saturn) games for western release.
All that aside, though, Frame Gride is still a great-looking game, and single player mode is still a fine way to pass an hour or two. There's also a translation patch floating around on the internet, to make things that bit more accessible. I think the version I played must have been an early version of the patch, as I have seen mention online of the game being fully translated, and the version I played still had a lot of Japanse text left untouched. Either way, it's far from impenetrable as it is, and I recommend you give it a try.
Saturday, 17 December 2016
Keriotosse! (Saturn)
I'm tagging Keriotosse as a fighting game, like I have with a few other similar 32-bit oddities in the past, but it's a very tenuous tag, as this game lacks most of the trappings of what you'd consider to be a real fighting game. There's no healthbars, no knockouts, almost no special moves, and no punching. What it actually is is a somewhat silly contest in which four characters on a small circular stage all try to kick each other off the edge. The last one on the platform wins the round, and the first to win three rounds wins the match.
Thinking about it a little more, the stages themselves actually suggest a little inspiration from the Bomberman games, as each one is slightly different, whether it has interactive playground equipment, running water, strong winds or other such features, that all have some kind of effect on the proceedings. An annoying feature that every stage has is that no matter what kind of surface they take place upon, all the characters slid around as if it were a traditional platform slippy slidy ice stage. Obviously the devs were thinking this would aid in characters kicking each other around, but it's mostly just a nuisance.
The characters are a weird, incoherent selection, seemingly made up of anything that came into the designer's heads. Your starting selection includings a harpy boy, a deep-voiced alien woman, a beer-loving bunnygirl, and an aging buddhist priest. A few stages into single-player mode, you'll also start encountering other weirdos, including robots of both faux-Gundam and faux-R2D2 flavours, a weird masked princess, and others. They all mostly play identically to each other, with the exception being the special attacks. I assume these characters can be unlocked, though unfortunately, I haven't yet found out how.
Special attacks are limited-use (typically once per round, though if the round goes on long enough, they do eventualy recharge), and each character's is totally different. For example, the harpy boy can fly around for a short time, taking him out of reach of attacks and allowing him to swoop down and claw at his foes. The monk surrounds himself with a ring of hearts, that knockback foes much further than the normal kicks. The bunnygirls can offer a pint to an opponent, that leaves them drunk for a short time, and the R2D2-like robot can trigger a large explosion. It's nice that the special attacks aren't just slight variations on the same few effects, but it does mean that some characters have massive advantages over the others. In my experience, the priest and the harpy boy are by far the best equipped of the initial few selectable characters.
Keriotosse isn't a bad game, but it's not a very good one, either. It's incredibly average. The only reason you should really play it is to see the very nice low-poly stages, and the slightly less nice low-poly characters. I mean, I can't think of any better kicking-people-off-platforms games, but it's not a very exciting concept to begin with, either. After this and JSWAT and that awful game with the pig, I should really try to seek out a forgotten Saturn game that I can be a bit more positive about, shouldn't I?
Thinking about it a little more, the stages themselves actually suggest a little inspiration from the Bomberman games, as each one is slightly different, whether it has interactive playground equipment, running water, strong winds or other such features, that all have some kind of effect on the proceedings. An annoying feature that every stage has is that no matter what kind of surface they take place upon, all the characters slid around as if it were a traditional platform slippy slidy ice stage. Obviously the devs were thinking this would aid in characters kicking each other around, but it's mostly just a nuisance.
The characters are a weird, incoherent selection, seemingly made up of anything that came into the designer's heads. Your starting selection includings a harpy boy, a deep-voiced alien woman, a beer-loving bunnygirl, and an aging buddhist priest. A few stages into single-player mode, you'll also start encountering other weirdos, including robots of both faux-Gundam and faux-R2D2 flavours, a weird masked princess, and others. They all mostly play identically to each other, with the exception being the special attacks. I assume these characters can be unlocked, though unfortunately, I haven't yet found out how.
Special attacks are limited-use (typically once per round, though if the round goes on long enough, they do eventualy recharge), and each character's is totally different. For example, the harpy boy can fly around for a short time, taking him out of reach of attacks and allowing him to swoop down and claw at his foes. The monk surrounds himself with a ring of hearts, that knockback foes much further than the normal kicks. The bunnygirls can offer a pint to an opponent, that leaves them drunk for a short time, and the R2D2-like robot can trigger a large explosion. It's nice that the special attacks aren't just slight variations on the same few effects, but it does mean that some characters have massive advantages over the others. In my experience, the priest and the harpy boy are by far the best equipped of the initial few selectable characters.
Keriotosse isn't a bad game, but it's not a very good one, either. It's incredibly average. The only reason you should really play it is to see the very nice low-poly stages, and the slightly less nice low-poly characters. I mean, I can't think of any better kicking-people-off-platforms games, but it's not a very exciting concept to begin with, either. After this and JSWAT and that awful game with the pig, I should really try to seek out a forgotten Saturn game that I can be a bit more positive about, shouldn't I?
Tuesday, 19 July 2016
Curiosities Vol. 9 - Street Fighter II Fangames
So, you might already be aware of this fact, but Street Fighter II was pretty popular when it came out, and it managed to maintain that popularity for quite some time, too. And I'm sure you're also aware that when Japanese nerds like a thing, they tend to make tons and tons of fanworks for it, so why not look at a few SFII fangames, contemporary to the game's original popularity? I've already covered one, the Space Harrier hack Street Harrier, back when I posted all about the wide array of Space Harrier hacks there are on the X68000, which is also the host hardware of the three games I'll talk about today.
First up is the worst of the crop: American Heroes BF 92 Extra Version. It's a fighting game in which you play as a super deformed Guile, and travel the world fighting super deformed guile recolours. Unfortunately, special moves hardly ever work, the collision detection is awful, and in my opinion at least, Guile is the least interesting or cool Street Fighter II character to base a game around. AHBF92EV isn't really worth your time.
Next up, there's the strangest of this motley trio, Blanka in Shura No Kuni. This is an odd single screen beat em up affair, in which you play as Blanka, and beat up as many copies of Vega (claw) as you can before either the time or your health run out. It uses beat em up-style controls, where you have a jump button, a single button for comboed attacks and can walk up and down the screen, and the sprites for Blanka and Vega are both ripped directly from Street Fighter II. The title screen also has three "START" options, for no obvious reason. A decent enough distraction for a couple of minutes, and a headscratching mystery as to why it exists.
Finally, I saved the best til last! Little Chinese Final Edition is another fighting game, starring a cute, slightly super deformed version of Chun-li. Well, to tell the truth, it stars several cute, slightly super deformed versions of Chun-li, all with other characters' specials added to their moveset. Every version has the lightning kick, and most have the spinning bird kick, too, but only one of them has only these moves. There's also a Chun-li with Ryu/Ken's moves, one with M. Bison (dictator)'s moves, and one with Balrog (boxer)'s moves. Plus, waiting at the end of single-player mode, there's a Chun-li with the moves of all these characters! LCFE is a nice game, it looks really cute, it's fun to play, and most importantly, unlike American Heroes, the moves actually work, and hits connect properly! If you're a big Chun-li fan, or you just like weird old curios, it's definitely worth seeking it out.
First up is the worst of the crop: American Heroes BF 92 Extra Version. It's a fighting game in which you play as a super deformed Guile, and travel the world fighting super deformed guile recolours. Unfortunately, special moves hardly ever work, the collision detection is awful, and in my opinion at least, Guile is the least interesting or cool Street Fighter II character to base a game around. AHBF92EV isn't really worth your time.
Next up, there's the strangest of this motley trio, Blanka in Shura No Kuni. This is an odd single screen beat em up affair, in which you play as Blanka, and beat up as many copies of Vega (claw) as you can before either the time or your health run out. It uses beat em up-style controls, where you have a jump button, a single button for comboed attacks and can walk up and down the screen, and the sprites for Blanka and Vega are both ripped directly from Street Fighter II. The title screen also has three "START" options, for no obvious reason. A decent enough distraction for a couple of minutes, and a headscratching mystery as to why it exists.
Finally, I saved the best til last! Little Chinese Final Edition is another fighting game, starring a cute, slightly super deformed version of Chun-li. Well, to tell the truth, it stars several cute, slightly super deformed versions of Chun-li, all with other characters' specials added to their moveset. Every version has the lightning kick, and most have the spinning bird kick, too, but only one of them has only these moves. There's also a Chun-li with Ryu/Ken's moves, one with M. Bison (dictator)'s moves, and one with Balrog (boxer)'s moves. Plus, waiting at the end of single-player mode, there's a Chun-li with the moves of all these characters! LCFE is a nice game, it looks really cute, it's fun to play, and most importantly, unlike American Heroes, the moves actually work, and hits connect properly! If you're a big Chun-li fan, or you just like weird old curios, it's definitely worth seeking it out.
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