It's a PC FX game! So let's get all the usual cliches out of the way first: it's got beautiful animated FMVs, it's a console with lots of wasted potential, this game was inexplicably released in 1998, I have no idea how anyone turned a profit making games for a console with such a tiny userbase. Anyway, Ruruli Ra Rura, is a kind of metrovania-type affair, though it leans heavily towards puzzles than action. Also, besides the obligatory excellent FMVs, it looks like it could have come out on the PC Engine a decade earlier. The in-game graphics are really simple, with really small sprites and so on.
You start the game as a Samurai guy, and as the game goes on, you meet and recruit more allies, all with different abilities: shooting fire to destroy ice walls, running across narrow ridges, swimming, and so on. There's a common complaint levelled at metrovaniae, as well as similarly-structured games in other genres, like the Legend of Zelda games, for example, that most of the abilities you acquire have no practical purpose except for acting as keys to unlock the specific obstacles they're designed for. I think Ruruli Ra Rura is the most egregious example of this I've encountered. You can only switch characters at save points, and when you're not specifically sending an ally out to get past an obstacle, you're better off playing as the Samurai, as he's the only one that's remotely competent at fighting enemies. Plus he's got a fast normal walking speed (which is still very slow. Slow walking speeds are a plague in this game).
Though I've got a lot of complaints about this game, I can't honestly say I haven't enjoyed playing it. There's just something slightly satisfying about the slow-but-sure progress you make through the world. There's a translation patch available that translates all the menus, making te game a lot more playable to the Japanese-illiterate, though unfortunately, unlike the patch for Tyoushin Heiki Zeroigar, it doesn't add subtitles to the FMVs, so you don't get the exact nuances of the plot. Although I don't think we're missing out on a great deal, since as far as I can tell, the tone is that of a very silly slapstick comedy, very much in the vein of all those Dungeons and Dragons-inspired OAVs of the 90s like Slayers, Dragon Half, Ozanari Dungeon, etc.
I think I've covered everything I need to here, right? It's a deeply flawed, but fun and charming game, with all the 90s anime polish you'd expect from a PC FX game.
Showing posts with label pc-fx. Show all posts
Showing posts with label pc-fx. Show all posts
Monday, 30 July 2018
Monday, 28 September 2015
Tyoushin Heiki Zeroigar (PC FX)
Ever since covering Kishin Douji Zenki FX all the way back in 2011, I've been meaning to get back to the PC FX, but as you probably already know, there's really not a lot to play on there if you can't read Japanese. But Zeroigar here is the console's one and only shooting game, and since a fan translation came out for it recently I thought I'd give it a go. Before I get on to the game itself, I have to say that the translation group did a really great job on it, not only is their script entertaining, but the yellow subs they used on the FMV cutscenes are a nice little nostalgic nod towards old subbed anime VHS tapes.
Now, as for the game itself, there's four different modes, all pretty different from each other. The main two are Anime Mode and Battle Mode. In both these modes, there's no scoring, with a system of EXP and levelling up instead. I don't really like this, as since levelling up only happens between stages or on continuing, it actually encourages continuing, when I'm more accustomed to (and in favour of) shooting games punishing continues. Levelling up in both modes increases the player's max HP and max ammo for their sub weapons (upon which I'll talk more later). Levelling up doesn't affect the main gun, which is powered up by collecting items in-game, and powered down by taking damage.
Anime mode is a typical story mode: you play through the stages, when bosses appear there's some dialogue, and between stages there's FMV cutscenes (of the high quality you'd expect from a console built specifically to deliver FMV cutscenes). Also, in this mode, sub-weapons are accumulated and powered up automatically as the player gains experience levels. Battle mode is structured differently, with players choosing one of three different robots and tackling stages individually. The levelling up system is still present, though in this mode, sub-weapons are acquired and powered up by spending money in the weapons shop between stages. You can also save your progress between stages in this mode.
The other two modes are Trail mode, which is a traditional Caravan-style 2-minute score attack, and Sakuraiger mode, which is a kind of alternative to anime mode, using the same levelling and power-up systems, though with different weapons. Sakuraiger mode presents a silly parody of the main story, told in childish crayon drawings, and in it, you play as the main character's sister piloting a giant robot version of herself. Despite the silly presentation, though, it's significantly harder than regular anime mode.
Zeroigar isn't a bad game, and it does have a ton of charm in its presentation (which is generally reminiscent of 90s OAV revivals of older properties, like the 1992-98 Giant Robo OAV series, for example), but it just didn't click with me. You should definitely give it a try, as it's a high quality game, and as I said, the fan translation is great, but it just didn't do it for me.
This game is also known as Choujin Heiki Zeroigar and God Fighter Zeroigar
Now, as for the game itself, there's four different modes, all pretty different from each other. The main two are Anime Mode and Battle Mode. In both these modes, there's no scoring, with a system of EXP and levelling up instead. I don't really like this, as since levelling up only happens between stages or on continuing, it actually encourages continuing, when I'm more accustomed to (and in favour of) shooting games punishing continues. Levelling up in both modes increases the player's max HP and max ammo for their sub weapons (upon which I'll talk more later). Levelling up doesn't affect the main gun, which is powered up by collecting items in-game, and powered down by taking damage.
Anime mode is a typical story mode: you play through the stages, when bosses appear there's some dialogue, and between stages there's FMV cutscenes (of the high quality you'd expect from a console built specifically to deliver FMV cutscenes). Also, in this mode, sub-weapons are accumulated and powered up automatically as the player gains experience levels. Battle mode is structured differently, with players choosing one of three different robots and tackling stages individually. The levelling up system is still present, though in this mode, sub-weapons are acquired and powered up by spending money in the weapons shop between stages. You can also save your progress between stages in this mode.
The other two modes are Trail mode, which is a traditional Caravan-style 2-minute score attack, and Sakuraiger mode, which is a kind of alternative to anime mode, using the same levelling and power-up systems, though with different weapons. Sakuraiger mode presents a silly parody of the main story, told in childish crayon drawings, and in it, you play as the main character's sister piloting a giant robot version of herself. Despite the silly presentation, though, it's significantly harder than regular anime mode.
Zeroigar isn't a bad game, and it does have a ton of charm in its presentation (which is generally reminiscent of 90s OAV revivals of older properties, like the 1992-98 Giant Robo OAV series, for example), but it just didn't click with me. You should definitely give it a try, as it's a high quality game, and as I said, the fan translation is great, but it just didn't do it for me.
This game is also known as Choujin Heiki Zeroigar and God Fighter Zeroigar
Sunday, 18 September 2011
Kishin Douji Zenki FX - Vajura Fight (PC-FX)
So, this is a beat em up based on a cartoon I've never seen. You get two characters to choose from, a warrior-looking boy and a priestess-looking girl, and they both actually play really differently, the boy being a traditional beat em up character, and the girl being able to slowly shoot balls of energy at the enemies. This review will mostly be about playing as the boy, though, as playing as the girl isn't much fun, and is probably best saved for when you're playing two player and you force your friend to be her.The game doesn't go the usual beat em up way of having a psuedo 3D plane in whi
ch you can move up, down, left and right, but rather more of a platformer-style arrangement with just left, right and jumping. It gets off to a strange start with the first ten minutes of play being mostly taken up by a series of boss fights and cutscenes, but once you get past these, it's a lot of fun to play. You know how beat em ups work, you walk along, and beat up enemies until you get to a boss, then you beat them up too. This game also adds a block button into the mix, which you'll have to get used to quickly if you want to get past even the first array of bosses. One cool touch the game has is that a short time into the boss fights, a bracelet power up appears, that turns you into a fully grown adult, giving you more powerful attacks and making you the same size as (most of) the bosses. The small difference between doing this and just having you automatically transform at the start of the fight doesn't
sound like much, but it does add a minor element of drama to the fights.The most obvious thing to talk about regarding this game, though, is the graphics. They are excellent. The sprites are big and colourful, all the characters, right down to the regular enemies look cool (though, since this is a licenced game, that's really more down to the source material. Treasure's Bleach fighting games on DS suffer the opposite, the licence having lumbered them with a cast of boring looking people mostly dressed in the same outfits), and along with that, the animation is excellent. I don't know how powerful the PC-FX is
, but looking at this game, I'd guess that it's at least on par with the Saturn. It makes me wonder how differently things would have gone if it became popular, and if Capcom and SNK had decided to make it the home of the 90s fighting game, rather than the Saturn.In summary, this is an excellent game, and makes me look forward to futher exploring the PC-FX library, having previously written it off as a console full of boring adventure games for simpering milksops who watch cartoons about little girls eating cake. Play it!
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