Showing posts with label kusoge. Show all posts
Showing posts with label kusoge. Show all posts

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.

Monday, 12 December 2016

Maze Action (PS2)

It wasn't long ago that I proclaimed Minami no Shima ni Buta Ga Ita to be the worst game ever featured on this blog, but in Maze Action (Also known as The Simple 2000 Ultimate Series Vol. 8: Gekitou! Meiro King), I've found a fairly robust challenger to that title. It does fall short, though, in that while playing Maze Action is a completely miserable experience, and it's a pretty cheap-looking title, even for a Simple Series game, it does at least feel like it's just a bad game, and not a personal insult from the developers directed at the player. (Minami no Shima ni Buta Ga Ita really was that bad).

The plot and the mechanics both seem to have been inspired by the popular comic Hunter X Hunter, specifically the hunter exam story arc. You are one of the four of this year's candidates to have reached the final exam at the hero academy, but there can only be one graduate, so you've got to face each other in a contest of skill and strength to determine who that'll be. So single player mode has four stages: you face off against each of the three characters you didn't pick, and then you fight a copy of your own character. It seems likely that there's probably a fifth stage with a final boss character, but you'd honestly need the patience of a saint to bother playing long enough to find out.

The mechanical influence from HxH is also from the hunter exam part, as the contests in which you're place see you running around a maze, trying to be first to find three matching keys and getting to your opponent's starting pad. The twist is that while you need three red keys and your opponent needs three blue, you start with a blue key and they start with a red. So, just like that part on the island where all the hunter candidates have to run around trying to steal each other's number badges, while protecting their own, you will be forced, at some point, to fight your opponent. There are various items littering the mazes, along with the keys. There's weapons, of both melee and projectile varieties, and there's traps. There's also some traps permanently planted around the place, too.

This could have all addedup into a fairly decent game, but the problem is all in the execution. Moving around feels awkward, combat is haphazard and unsatisfying, and it just generally doesn't feel very good to play. It's frustrating, because it also feels like the developers were really inspired and really wanted to make a simplified videogame version of the hunter exam, but they just didn't make it enjoyable to play.

So yeah, Maze Action is a terrible game and you definitely shouldn't play it. But I can see what they were trying to do, at least. That's something, right?

Friday, 2 December 2016

Minami no Shima ni Buta Ga Ita (Saturn)

What we have here might be the worst game ever featured on this blog. It's definitely the most shameful licensed commercial release, with production values that would look bad if they were in some Chinese Pirate Mega Drive game, let alone a game licensed, officially released and sold for money on the Saturn in 1996. Even having an animated FMV intro doesn't make the game look any better, since even that manages to be grotesque and cheap-looking.

You take control of a whip-wielding pig, on a journey to retrieve a load of lost piglets (as far as I can tell, at least). This journey takes you across various different landscapes, which are fairly typical platform game locales: snowy place, clockwork place, jungle place, beach place, and so on. The stages themselves can be tackled in any order, and also have two types of sections. When you first enter an area, you'll play through a psuedo-platformy stage (though there's no actual platforming to be done), where you walk from left to right, using your whip to defeat enemies and free piglets from bubbles. Once you get to the end of one of these areas, you'll then enter a puzzle stage.

The puzzles are all varied, to the point at which I've seen quite a few of them, and they were all unique with none of them being just a variation on one of the others. The main problem is that not only do you have to solve the puzzles, but you also have to figure out what slving the puzzles requires. Like I said they're all unique, but on top of that, none of them come with instructions in any language. You're just dumped in there and expected to work out what you're meant to do, and how to do it in three attempts. If you solve the puzzle, you'll go on to another action stage/puzzle stage cycle. If you use up your three chances, you'll get a game over, and if you voluntarily quit, you'll go back to the area select screen.

I can't really tell you any more about it. The action stages are terrible and pointless, with tiny sprites jerking around in front of backgrounds that aren't even in the same scale. The puzzle stages are boring and if you solve them, there's no satisfaction, while if you fail, you don't feel any incentive to go back and try again. I played this game for about an hour, and the only positive thing I can say about the experience is that I can at least tell you not to bother.

I hate to say it, but Minami no Shima ni Buta Ga Ita is a game that deserves to languish in obscurity, forgotten forever. After you finish reading this review, try to forget you ever even heard this game's title.

Monday, 7 November 2016

Powerplay - The Game of the Gods (Amiga)

If Powerplay's claim is true, and it is actually the game of the gods, then it tells us three things about them. The first and second things it tells us are that the gods have both incredible patience and a lot of time on their hands, as a single glaically-paced game of Powerplay took the better part of two hours. The other thing it teaches us about the gods is that above all, they value knowledge of trivia.

Powerplay takes the form of a board game, each player (either a human versus the CPU, or up to four human players, though I struggle to imagine a situation where that has ever happened) picks a greek god and four champions to represent them on the board. Each turn you pick one of your champions to move, and then you answer a general knowledge question. If you get it right, you score a few points and you can move your chosen champion one space in any direction. If not, your turn ends. That's what happens most turns, anyway: sometimes, your champions will just wander around the board at random, and you do nothing. When a character reaches 25 points, they'll "mutate" into another character.

Should one of your champions meet one of your opponent's, a challenge will start. There's two types of challenge: either a tug-of-war held over a lava pit, or some kind of bizarre trial, over which the gorgon Medusa presides. It doesn't matter which you get though, as they're both exactly the same, mechanically: you answer more trivia questions. Get three in a row right and you win, get three in a row wrong and you lose. You also lose if your champion runs out of strength, which depletes for both sides at a rate of one per question. The losing champion will either go down one level of mutation, or if they're in their default state, be taken off the board entirely.

Once only one god is left represented on the board, they win. You get an animation of Zeus congratulating you, and then the game asks if you want to play again. Which is pretty presumptuous, considering you've just spent two hours answering stupid questions, and they already started repeating half way through.

Powerplay is a terrible game. I had it in the box of pirated disks that came with my Amiga when I was a kid, and even then, I knew better than try to get someone else involved in trying to play through a multiplayer game. As an adult, I wouldn't recommend bothering with single player, either.

Thursday, 25 December 2014

Kotobuki Grand Prix (Playstation)

Augh, this game is terrible. I'd seen it around before I'd actually played it, and wondered if it might be one of those budget-priced hidden gems, of which there are so many on the Playstation and PS2. Then one day, I needed to find an extra game to meet a shop's minimum purchase for paying by debit card, so I took the plunge and bought Kotobuki GP.

Obviously, it's a light hearted racing game, in the time-tested Mario Kart knock-off mould, even down to copying the little mini-jump thing that Mario Kart has. The graphics are okay, considering it's a PS1 budget title, and not even a part of the Simple 1500 Series at that. Although even this concession of going easy on the game because it's a budget title can be eschewed once you realise that it was actually a full price release in 1999, rereleased by its publisher as a budget game two years later. The European release didn't come until 2003, when budget publishers selling Japanese games they licenced on the cheap were pretty much all that was left in the world of Playstation releases.

Why is it so bad? Well, there are a number of problems, with three in particular taking centre stage. Firstly, each track has a set number of items available, and they don't respawn. So by the final lap, there'll be none left, which is very odd for game of this type. Secondly, all the racers feel both slow and unweildy. There's just no joy, no speed, and no satisfaction to be found in racing around the tracks. Thirdly, every track, from the easiest to the hardest, has at least one completely unforgiving 90 degree corner that's almost impossible to take without crashing.

There lots of other flaws, too, like the almost complete lack of structure in the game's Grand Prix mode, or the awful sound effects and music, but generally, I'd strongly advise against playing this game. It's so bad that it's actually depressing. The one positive thing I can say about it is that the same day I bought it, I also bought Ridge Racer V.

Saturday, 22 November 2014

Realm of the Dead (PS2)

Europe was a pretty good place to be a PS2 owner, as for some reason, we had a lot of smaller publishers buying the rights to many lesser-known Japanese games and releasing them here, which is apparently something that didn't really happen in North America. Obviously, a lot of those games were awful shovelware garbage, but it also meant we got to play some amazing classics like Global Defence Force and games that were more interesting than they were actually good, like Zombie vs. Ambulance. Realm of the Dead is one of those many piles of low-budget Japanese titles that was brought over, but it doesn't really fall into any of the above categories, that is to say, it's particularly good, it's not terrible, and it's definitely not interesting.

Realm of the Dead is a gory, zombie themed beat em up, but unlike most zombie games, it's set in medieval times. So instead of killing zombie cops and office workers, you kill zombie knights and fishwives. You've got weak attacks and strong attacks, you earn points that are used to buy upgrades between stages, et cetera. There's really nothing about this game that stands out at all.

It could be said that it does at least paint a somewhat realistic picture of the medieval world, with most locations being brown, dirty and damp-looking. Very damp-looking in some cases, as you're going to spend several consecutive stages early in the game wading through identical-looking sewers, killing the same enemies you kill everywhere else.

Yeah, this is a pretty short review, since there's only so many ways in which it's possible to say "this game is mediocre". Like I said in the Raging Blades review, there are plenty of great beat em ups to play on the PS2 before you get to ones like this, and if you really want to play one with zombies and gore, I'd say go for Zombie Hunters 2. If horror isn't essential to you, then once again, I urge you to play God Hand.
This game is also known as Bakuen Kakusei: Neverland Senki Zero

Tuesday, 21 October 2014

Chaos Break (Playstation)

So, in 1998, Taito released an arcade game entitled Chaos Heat, it's a pretty good game, like a 3D beat em up with guns. I'll probably do a post on it at some point in the distant future. For some reason, Taito, instead of porting Chaos Heat to the Playstation, made Chaos Break, a spin-off set in the same universe (or an "Episode of Chaos Heat", as the title screen puts it).

This port doesn't have the constant, fast-paced action of its arcade parent, eschewing it in favour of Resident Evil-esque exploration and puzzles, in what can only have been an ill-advised attempt to cash in on the popularity of that kind of adventure game on the Playstation at the time. Ill-advised because, while Resident Evil, as an example takes place in an atmospheric mansion, with many unique rooms containing interesting puzzles and memorable items, Chaos Break doesn't have any of those things.

The setting is a scientific facility that's futuristic in the least interesting way possible: everything made out of grey metal, no decoration, sliding doors, all that kind of thing. The rooms and especially the corridors all pretty much look alike, which I guess is realistic for a facility of this type, but in a videogame that contains as much backtracking as Chaos Break, it's not only ugly and boring, but also impractical, leading to endless flicking to and fro between the game and the map screen in the pause menu.

The biggest crime Chaos Break commits, however, is in its puzzles. Using Resident Evil as an example once again, the puzzles in that game included logic puzzles with verbose clues, block-pushing puzzles, fitting items in different slots, and so on. The puzzles in Chaos break are neither fun nor interesting. To find the first password you need to unlock a door, the player simply has to find it written down on a piece of paper found in the possession of a dead scientist found lying around. The second takes the game to new depths, being a randomly generated sudoku puzzle. Not only is the puzzle itself a tedious, slow, laborious chore, it completely shatters any atmosphere or immersion the player might be feeling, which would be bad in a regular game, but remember that Chaos Break is supposed to be a horror game (though the near-infinite ammunition available coupled with the feeble monsters might have already convinced you otherwise) and the sudoku puzzle is like a testament to this game being an awful, poorly thought out mess.

I'm sure you've already guessed, but I don't recommend this game. It's just an ugly, boring mess. Don't play it.

Monday, 24 February 2014

Police Chase Down (PS2)

The english title for this one's a bit of a misnomer: though you do play as police officers, you aren't chasing anyone down, but are in fact on security detail. You pick one of four motorbike-riding police officers (amusingly, three of them get descriptions like "member of an elite unit" or "the force's most decorated officer", while one guy is just "a respected highway patrol officer"),and go on missions to protect limosines
from gangs of thugs on motorbikes and in vans, who would cause harm to the passengers within. So it's like Chase HQ, minus the chase, but plus escort missions.
Having to protect a fairly slow-moving vehicle while riding a quite fast one is really fiddly, and you'll often be either turning round to go back and fight enemies who've appeared from the rear, or just plodding along as slow as you can (which means pressing the accelerator every few seconds, since the game doesn't support the Dual Shock 2's analogue buttons) to keep pace with the limo.
If the limo's health is reduced to zero, or the time runs out, you fail the mission, if the limo reaches its destination, you succeed. But while you're playing, the game doesn't actually tell you how far you are from the goal, which is annoying, and leaves the player in a kind of limbo, not knowing whether or not the limo has
enough health left to make it. Which it might not anyway, as it might drive into some obstacle you didn't see and instantly lose all its health, which happened to me once.
I could go as far as to say that Police Chase Down is the second-worst of the PS2 Simple Series games I've played, with only Eternal Quest/The Dungeon RPG being worse on account of the fact that it's incredibly boring and the PAL version isn't even fully translated!
So in summary, I don't recommend this or Eternal Quest.
This game is also known as The Simple 2000 Ultimate Series Vol. 7: Saikyou! Shirobi King ~Security Police~

Tuesday, 26 March 2013

Mizuki Shigeru no Yokai Butoden (Playstation)




A fighting game where all the characters are Japanese folk monsters is a pretty nice idea, in theory. Unfortunately, the act of putting that theory into practice has, in this case, been done with more enthusiasm than talent.
Some of the monsters in this game I'm familiar with from comics and cartoons like Urusei Yatsura, Ushio and Tora and Usagi Yojimbo. These include oni, karasutengu, sickle weasel, snow princess. There's also a few I'm not familiar with, like the weird lumpy-headed dwarf thing and the old woman who is very aggressive with her kisses. There's also two boss characters who are (as far as I can tell) unplayable. They're both also western-style monsters: a female demon who might be some kind of succubus, and a cloaked grim reaper type.
As for how it plays, it's kind of terrible. The controls are stiff and unresponsive, and everything feels very awkward. The clunky controls even make something as fundamental as special move inputs unreliable, and possibly in reaction to this, the shoulder buttons serve as macros, each one having a special move assigned to it. This in turn leads to the game's one interesting mechanic (which I strongly suspect wan't even intentional): these macros cancel the animations of normal attacks, meaning you can do some super-fast (and ridiculous looking) 1-2 combos. Against an AI opponent who isn't expecting these kind of tactics, this completely breaks the game, since it gives them very little hope of fighting back. Unfortunately, I haven't been able to play against a human opponent, but I'd be really interested in seeing some high-skilled fighitng game players totally break the game.
Oh, and I didn't know until I looked it up for this review, but Mizuki Shigeru is the creator of the popular GeGeGe no Kitaro comic/cartoon/movie franchise.
(Sorry about the weird layout of this post, but blogger is being stupid and uncooperative again)

Saturday, 1 September 2012

Battle Zeque Den (SNES)

Battle Zeque Den is so close to being a good game, it's such a shame that one big problem has to go and ruin it.
It's a platform/beat em up, starring teenage girl versions of those timeless characters Monkey, Sandy and Pigsy. They all have their own special moves and such with fighting game-style inputs, too. It looks really really good, with big, cool sprites and colourful, nicely drawn backgrounds. The formula isn't really original, just go right and beat guys up. It's nothing special, but it's fun to play.
What ruins the game is the difficulty. It's not just "very hard", it's "absurdly, unfairly hard". The enemies can, and will remove most of your health bar with only 2 or three punches. Health restoring power-ups are rare, and give you back such a tiny amount that it could almost be considered an insult. If you somehow manage to get past the first boss, you don't even start the second stage with a full health bar, just what you had left over from fighting the boss. Then the game drops a bunch of rocks on your head with little warning and you get game over.
I really did want to like this game, playing it over and over, but the fact that it is just a completely unfair slog means I can't recommend playing it to anyone.
This post is really short, isn't it? I'll pad it out with this silly video of me playing Altered Beast with a cheat on so that i change into the Werebear on every stage. Oh and another thing: the Wikipedia entry for Battle Zeque Den is really terrible, in case you were wondering.

Friday, 6 January 2012

Bubble Hero 2 (PC)

Okay, so this review is going to be terrible filler for a few reasons.
Reason one: It had been a while since the last post, and unfortunately, I haven't really been playing anything obscure enough to be worth posting here.
Reason two: There's no screenshots because all the screenshots I took of this game came out all corrupt and strange. This is especially a shame because the graphics were pretty much the only good thing about the game.
Reason three: I could only actually stand to play a few credits of this awful, awful game.

So, it's a Bubble Bobble rip-off for PC. When you first load it up, you might be impressed with its graphics. There's no shame in that, it's got nice big colourful sprites and... nice big colourful sprites. As I mentioned before, that's everything good about the game.
There is no background music, even though there's an option to turn music on and off. There are two buttons like you'd expect from a Bubble Bobble clone: jump and blow. But the jump button only works about three-quarters of the time.
And all these things are leading up to the main event of this games problems, and one that's ruined a previous chinese game I reviewed: the first boss is huge, it's faster than you, it will camp right next to your respawn point to kill you again and it takes a ton of hits to kill. How many hits? I'll never know, as I gave up after four or five attempts. It's even worse than the bosses in Adventurous Boy.
So there's Bubble Hero 2. A legitimately awful game.

Sunday, 29 May 2011

Hakaioh - King of Crusher (Playstation)





Look! Just when you least expect it, another review of a Japanese Playstation game!
The last few reviews have been a bit too positive, and I've been putting this one off for months now, so I am reviewing Hakaioh: King of Crusher.
The plot is that you are some Japanese guy. Nobody special, has a wife and a baby and an office job. One day while eating breakfast, you get bitten by an evil fly, and start going on a rampage, destroying all your family's possessions. The first time I played this game, I'd skipped the cutscenes, and just saw a game where you play as a guy destroying his furniture (by hand!) while a woman holding a baby flees in terror.
Anyway, ingame, there are two bars on screen. The short red one shows how much of your destruction quota has been met, and when you've filled it up, you can go to the end of the stage. The long yellow one is your health, which is constantly (but slowly) decreasing. It increases a little whenever you destroy something, and you get quite a big chunk back for destroying enemies like tanks and helicopters.
There's two things I should tell you after saying that last part: The first one is that as the stages go on, you gradually transform, first into a werewolf demon thing, later on into a dinosaur, and so on. So you aren't just some angry guy by the time they send the military after you. The second is that you can't attack humans, presumably so you don't attempt to murder your wife and child in the first stage. But what causes a bit of dissonance there is that you can destroy vehicles that contain people, and one stage even has a bridge you can destroy, causing a train to fall into the river presumably killing or injuring everyone on board. But you're a dinosaur by that point, so you probably don't care anymore anyway. Eventually, you become so big and powerful, you can destroy motorway bridges by walking through them (and like the earlier train, all the cars drive off to their deaths and explode) and tread on tanks like they were insects.
I'm probably making this game sound like a lot of fun, like a 3D version of the old Amiga game AAAAAARGH! or something. But unfortunately, it has a few big flaws.
The controls are one of them. Attacking is no problem at all: triangle headbutts, square punches and X kicks, but walking around is awkward, as your man/monster seems to have some trouble turning round. It's hard to explain what happens when you do, it just looks kind of... off, I guess. And it takes a little longer than it should to keep things smooth.
The other major flaw is the camera, which also has issues with turning around. Only unlike the man, it doesn't even try. It always faces the same direction. Usually, this isn't a problem, but if you get to the end of a level and haven't reached your destruction quota, walking back to find more stuff to wreck is a bit of a pain.
The final, smaller flaw is that it'd very repetitive, since every stage is just about moving forwards and wrecking as much stuff as possible. It's not made any better by the fact that the stuff is all pretty sturdy too, often taking several hits to break. I only count this as a minor flaw though, as you can easily just play one stage at a time, save it and come back later.
In summary, this game is repetitive, ugly and awkward to play, and also the shoddy production value make the average simple series game look like a triple A high-budget blockbuster. But despite all that, I've still played most of the way through it, and it seems pretty likely I'll even play it through to the end, as long as no sudden difficulty spikes appear to spoily my fun.