Showing posts with label platformer. Show all posts
Showing posts with label platformer. Show all posts

Friday, 22 October 2021

Ling Rise (Playstation)


 When you look at the screenshots of Ling Rise, I'm sure you'll probably think the same thing as I did: it looks like some kind of Japanese Crash Bandicoot clone. Once you actually play, though, that similarity only extends to the fact that the whole game takes place in long, narrow corridor-like areas full of enemies and pits. The actual platforming is done at a much slower pace than the Crash games, and there's a bunch of other stuff in the game besides that, too.

 


So, you play as this very androgynous character (in-game they look like a girl, but the boxart makes them look like a boy?), who's acoompanied by some small floating creatures that are called Lings. You only start off with one of them, but you quickly accumulate a Ling posse. These guys are the way you attack, since your character can't do it themselves for some reason. They shoot forward and ram enemies with their bodies! There's a little bit of a virtual pet element going on with the Lings, too, as you not onlt have to feed them to ensure they have energy to attack with, but you have to feed them the right foods, or their energy will refill, but they'll be in a bad mood and not want to attack. Sometimes you'll meet other characters accompanied by Lings, but I've played for a few hours and done a couple of bossfights, and none of them have used Lings to attack, preferring more traditional methods like magic swords.

 


I have no idea what the plot is about, but in the time I've played so far, I've done a lot of stuff that's very reminiscent of the legendary RPG Grandia: climbed mountains, explored ruins, walked along train tracks, escaped military prison, and so on. On the subject of RPGs, a lot of database-type sites online have this listed as one, but it's really not. There's some very mild RPG elements, like raising the stats of the Lings and being able/required to revisit earlier areas, but most of your playtime and the bulk of the game's challenge is in 3D platforming. 

 


The platforming itself takes some getting used to: judging jump distances took me a while to get used to, and I was constantly falling into pits like an idiot for the first couple of areas. It did gradually get easier, though, and there was a stage a bit later on which sees you navigating a lot of moving platforms, while also counter-intuitively moving towards the camera instead of away from it,  but by that point, I'd gotten the jumping down to an instinct. For some reason, collecting the items that enemies and smashed boxes drop never stops being a weird experience of perspective nightmares.

 


Ling Rise is a really cool and fun game, and other than one small hiccup near the start of the game, there hasn't been much of a language barrier in the way of me playing it. I'd still definitely play a fan translation if one ever comes out, though, since it'd be nice to know what's going on in the game. It's a shame it never got an official English release at the time, actually, I think it's thematically and aesthetically something a lot of people would have gone for during the turn-of-the-century anime boom, and the game itself is unique enough to stand out while also being familiar enough to draw people in. For those reasons, it's also surprising that it doesn't seem to already have any kind of western fanbase. Hopefully that'll change sometime soon, because it's a game that deserves a wider audience.

Saturday, 2 October 2021

The Violinist of Hamelin (SNES)


 
Also known as Hamelin no Violin Hiki, this is a tie-in platformer based on the anime of the same name. The anime is about a bard named Hamel who goes around a European-style fantasy world fighting evil with his adventurer friends, which is pretty much the premise of the game too, though the only friend accompanying him here is his suffering sidekick Flute. It's a little smarter than most licensed 16-bit platformers, though, and it actually uses the presence of a sidekick character as a major mechanical gimmick.

 


The way it works is that you traverse the stages mostly in a traditional platformy manner, and Flute follows you around. At the start of the game, you can also stand on top of Flute, or you can pick er up and throw her at breakable walls. You quickly start to build up a collection of costumes for her, though, and you can change her costume in the pause menu. This is where the real meat of the game's puzzles and challenges lie.

 


Each costume gives Flute different abilities, that Hamel can exploit to get around the stages (mainly by standing on her head): the frog suit lets her jump really high, the robot suit lets her walk on spikes and punch through walls, the duck suit lets her swim, and the fish suit... lets her float around in a semi-uncontrollable manner? If you remember my Kid Chameleon post from a few years ago when I said that that game was like an edgy teenage re-imagining of Super Mario Bros. 3, I guess you could consider The Violinist of Hamelin to be a combination of Super Mario Bros. 3 with the AI-controlled sidekick aspect of Sonic 2, with both concepts expanded in a significantly more cerebral direction. It's a bit unweildy, but you know what I mean, right?

 


In pretty much every respect, it's a cut above most licensed platformers in terms of quality, and I'd even go so far as to say it was the equal of the Disney games being put out by SEGA and Capcom in the early nineties. And as much as I usually dislike puzzle platformers, this game does a good enough job of balancing puzzles and action that it didn't come close to being a deal breaker for me. I recommend giving this game a try, though obviously, don't pay the £100+ that legit copies are currently selling for.

Friday, 6 August 2021

GripShift (PSP)


 This is a review that doesn't feel good to write. The thing is, GripShift is a game with many admirable aspects: it's unique, it's full of innovative and interesting ideas, it feels good to control and move your character around, and so on. Unfortunately, a few negative aspects are so overpowering that they undo all of the above, and the game ends up being less than the sum of its parts as a result.

 


The game's concept is a pretty simple one, that I can't believe I haven't seen being done before or since (well, I guess Sonic R is pretty close, but not quite): it's a combination of 3D platformer and racing game. More specifically, your character is always in their car, and it always controls like a racing game, but while there are a few races, most of the stages in single player mode are 3D platform stages, complete with collectathon items and so on.

 


The stages are of the "islands floating in space" style, and you fail the stage if you fall off it. This is frustrating, but forgivable. Obviously, it's the kind of game, like say, Speed Power Gunbike (a game I love), that gets better the more you improve your skill at playing. The problem is that completing a stage isn't necesarily completing a stage. To explain, the aim in most stages is to figure out how to get to the exit, and then actually get to it before time runs out. If you manage to do this and also beat certain goal times, you'll also get a medal, and some credits. (You get credits for collecting all the stars in a stage, too.)

 


The bronze goal time is shorter than the stage's time limit, and the silver and gold goals shorter still. They really should have just had the bronze time as the time limit, though, as you get no credits unless you get at least a bronze medal, and you need a certain amount of credits to unlock more stages. The credit thresholds aren't low, either: after I'd played through the beginner stages, I had sixteen out of twenty-five credits needed to unlock the easy stages. At the end of the easy stages, I had fifty-two out of eighty-five needed to play the intermediate stages! Now, most of my non-review game-playing time is spent on arcade and arcade-style games, so I have no problem with score/time chasing, but to make it a mandatory part of progression like this is to turn it into an annoying chore. 

 


So that's it, then. GripShift is a game I wish I liked, and I wish I could recommend, just on principle. It's just a shame that all those good ideas are sunk by that one albatross of bad progression. Since this was published by Ubisoft, I'm going to be generous to the devs and assume it was the result of some suit-wearing moron deciding that they couldn't possibly release a short game and trust the players to enjoy it, they had to crowbar in hours of compulsory repetition.

Monday, 17 May 2021

Hissatsu! (Saturn)


 Based on an incredibly long-running perod drama, Hissatsu! sees you taking control of a group of four assassins (or rather, picking two of them out of the group) and traversing platform stages that have their targets at the end. Each of the four fights with a different weapon: sword, fists, poisoned acupuncture needles, and a specially-treated shamisen string. Interestingly, I found that the last two, despite having the least conventional weapons, were also the easiest to use. The needles guy throws them for his special attack, and it uses so little of his special meter that he's basically a long range one hit kill character most of the time, and the string guy's normal atack is weaker than all the others, but it's also slightly longer range. And since a lot of the enemies are "activated" by you coming close to them, range is pretty important.

 


The game istelf seems a little anachronistic: other than the CD audio, the large colour pallete, and the big pieces of pixel art used for cutscenes, there's not really anything on display here that couldn't have been done on the Mega Drive, and even those three things could have been done when you bring the Mega CD into the picture. I remember this being said as a criticism for various Saturn and Playstation games in some of the lower quality magazines of the nineties, but it was always in reference to games that would have been impossible on the Mega Drive, like Guardian Heroes or Street Fighter ALpha 3. But Hissatsu! really does look and feel like a game that's a few years older than it is. I'm not saying this as a negative, though, that's just how it is. It even uses the same control layout as a lot of first party Mega Drive games: A for special attacks, B for normal attacks, and C for jump!

 


It's a pretty traditional 2D platformer all round, you go from left to right killing enemies, avoiding traps, and so on, until you get to the boss, then you kill them. An interesting little stylistic twist is that because the player characters are assassins, the people they're out to kill might be politically powerful, but that doesn't mean that they're formidable combatants. As a result, the first stage ends with you killing a defenceless old rich guy with no problems at all, and subsquent stages end with a fight against each target's personal bodyguard, before you do the final deed yourself to end the stage.

 


At the most basic level, it's a fun game that also looks and sounds pretty nice, but it's also got a lot of flaws. There's little annoying things like how it really feels like you should be able to drop down to lower levels from thin platforms, like in Revenge of Shinobi, but you can't. That's only a little one, but it's annoying every time I forget and try to do it. And there's worse things, like how the game quickly ramps up the difficulty, and does so in ways that feel unfair.

 


 For example, there are enemies that split into three enemies of equal power if you don't kill them before they get close to you, and even worse, in a Rick Dangerous-style display of hatefulness, a few stages in, certain kinds of enemy gain the ability to just suddenly appear right next to you out of nowhere. So you either meticulously memorise the exact pixels that summon them when you step past them, or you spend tedious extra time slowly shuffling along step-by-step so that you don't accidently just run into an attack out of nowhere. There's even an element of randomness to contend with, as there's a chance that enemies will drop a caltrop when you kill them. Most of the time, this is fine: just pay attention and jump over them when they appear. But sometimes it happens in a tight corridor with no room overhead, and you have no choice but to walk into the caltrop and take damage.

 


Despite its flaws, Hissatsu! isn't a bad game, and I think a patient player who can get into the right mood to appreciate the game's atmosphere will have a pretty good time with it. The only problem is that they'd have to be very patient, a lot more patient than I am, unfortunately.

Sunday, 11 April 2021

Kaleido Festival (PC)


 This is a fangame based on an anime I've never seen called Kaleido Star. From what I've read online, Kaleido Star is about a girl named Sora who dreams of being a circus performer. In this game, you play as Sora, navigating short platforms stages, with the main gimmick being that there's lots of trapezes and trampolines strewn about each stage for you to use. Also, there aren't any enemies (though some stages do have traps that can hurt you, and pretty much all of them have parts with no floor where you can fall to your death (or at least wet failure) in the sea).

 


I was actually pretty disappointed by the circus aspect of the game. Looking at screenshots before I played it, I was expecting a game that focussed mostly on trapezing and doing tricks in the air, getting landings right, and so on. Instead, it's just a time attack platformer, and though you can get chains by quickly jumping from trapeze to trapeze in quick succession without touching the ground, it's ultimately a minor component of your final scoring for each stage.

 


The stages themselves are okay, they gradually introduce new elements as you go along, a lot of them have slightly out-of-the-way areas with more coins to collect, all the standard stuff you'd expect from a game like this. That is, until you get to stage 3-4. This stage starts out strong, with a staircase of trampolines leading up to a trapeze on a much longer pair of chains than any seen in the game so far, but then immediately crumbles. At the end of your swing arc on that giant trapeze are a bunch of traps that you'll hit midair if you try to jump straight up to the next giant trapeze. There's also a row of traps for you to smash into if you try going for a horizontal route lower down. I've had something like thirty attempts at this stage, and I don't know if there's some secret trick I have'nt discovered, or if the developer accidentally left some traps where they weren't supposed to be in their stage editor, but as far as I can tell, this stage is impossible.

 


It's a real disappointment, as that giant trapeze hints at more exciting things to come in later stages, but it seems like I'll nver get to see what those exciting things might turn out to be. As a result of this, and as much as I wish it weren't the case, I really can't recommend this game at all. Sorry.

Sunday, 21 February 2021

Tom Mason's Dinosaurs For Hire (Mega Drive)


 For some reason, SEGA of America had a strange habit of making Mega Drive games based on comics that no-one had ever read. There was Ex-Mutants, Chakan: The Forever Man, and this one, Dinosaurs For Hire. Chakan's probably the most well-known of the three, though that definitely has more to do with the videogame than the comic. In Dinosaurs For Hire's case, it could have turned out a little differently, as there was a cartoon in development that never came into bring, according to Wikipedia. Then it could have formed a trinity of 90s cartoons about gun-toting dinosaurs alongside Extreme Dinosaurs and The Terrible Thunderlizards.

 


The game is, at its most basic level, a Contra-esque platform shooter, which sees you pick a dinosaur, then go from left to right (or sometimes from bottom to top) shooting soldiers and monsters and vehicles and so on. There are a few twists to the formula though, to the extent that the game almost feels like some kind of experimental take on the genre. The smallest, but most obvious twist is that because the player characters are anthropomorphic dinosaurs, they dwarf all the human enemy soldiers that are running around. That's a nice little touch.

 


But the weirdness starts as soon as the game does, opening with a boss fight against a giant turtle-like monster that's climbing up the Hoover Dam and breathing fire. After you kill it, the credits start rolling before a cheeky little pterodactyl appears and tells you that was just a prank and the game actually starts now. This fight is also the first time that your HUD disappears, which is presumably some kind of resource-juggling programming trick based on the presence of the giant monster here, and the fact that it happens again when other giant bosses are onscreen. One thing you can always say in SOA's favour is that they were always trying different tricks and techniques to get fancy effects out of the Mega Drive hardware.

 


With that in mind, it's a shame that some aspects of the game's presentation are kind of terrible. I'm not saying the game itself looks bad: the sprites and backgrounds are all well drawn and animated, and the player characters are especially full of personality, with little touches like gleeful facial expressions as they blast away when you hold the fire button for a couple of seconds. But there's some little things that bug me, like how all the text in the game uses a font that I assume must be the default in Mega Drive devkits or something, since it can be seen in things like leaked betas, and the notorious homebrew Crazy Bus. I know i'm nitpicking here, it's something that really jumped out at me from the start, and made the game feel a little cheap, maybe even unfinished?

 


I do have a more legitimate complaint, too, though: some of the stage design is really bad. For example, early on there's a stage where the main threat comes from tiny mounted security camera guns, which are constantly firing at you from all angles, and in another game, it might not have been so bad, but in Dinosaurs For Hire, the characters are too big and not maneuverable enough to deal with this kind of situation. Even something as small as a Gunstar Heroes-style fixed aiming mode might have made this stage a lot more palatable. Then a few stages later, you're making your way upwards through a spooky cave, and for some reason, as you climb, if you fall back down below, the areas where you just came from are now an instant death pit, with no kind of warning or signifier that this might be the case.

 


Dinosaurs For Hire is a game that's almost great. I wonder if they ran out of money or time during development and had to rush it out before they could polish up the presentation or sand the rough edges off of the game itself. But either way, if you want to see a game that's more ambitious than it is actually good, then give it a look. Otherwise, don't bother.

Sunday, 24 January 2021

Generations Lost (Mega Drive)


 You could say that Generations Lost is a game with a lot of ambition. Or, if you were less generous, you could say it's a game that's surprisingly pretentious for a mid-nineties platformer. In terms of how it plays, it lies somewhere between a traditional action platformer, and the very precise cinematic platformers like Another World or Flashback. It's also got a plot that feels like it must be licensed from a movie or comic, even though it's not, as you play a guy on what appears to be a post-apocalyptic earth, where sciences and technology are considered to be mystical artefacts by the now-primitive inhabitants, and you see things like people bowing in worship to walls of monitors, and so on.

 


According to Wikipedia, the game was originally meant to have a totally different plot and an X-Men license, which seems a little odd to me for one reason. Your character is equipped with a futuristic bracelet gizmo, that shoots out a grappling energy beam, which is mainly used for grabbing onto platforms directly above you, though it's occasionally used for swinging, too. The thing is, the sprites for when your guy is hanging or swinging from the grapple beam look a lot like poses Spider-Man would take in similar situations, a lot more than they do any member of the X-Men.

 


Anyway, you navigate through the stages, there's enemies to punch, switches to punch, and sometimes devices to interact with using your science bracelet. That last thing is mostly just a slightly differently-flavoured version of hitting switches, but it does look cool. The stages themselves also look cool, especially the first two. They're full of detail, and the whole aesthetic is a combination of overgrown jungle and ancient ruins, but with parts where bits of technology and loose cables are exposed. Unfortunately, the latter half of the game takes place in locales that are pure technology, which while competently drawn, isn't as interesting to look at. 

 


The big problem the game has is the difficulty. Or rather, it's not that it's difficult, it's more that it's unfair. There's lots of Rick Dangerous-style situations where traps aren't visible until you trigger them, whether it's because they're hidden in the scenery, or because they're at the bottom of one of the many leaps of faith the game requires you to take. Even when you've learned where the traps are and how to avoid them, and despite your guy being able to take a few hits before losing a life, it often does feel like the game was designed with near-perfect play in mind: there's only a few stages, but they're big and long, and healing points are few and far between. I guess that goes along with the "cinematic platformer" thing, though: you're kind of an actor in the story and you're expected to get all your stunts right, maybe?

 


There's a fair few positive things to say about Generations Lost. The developers clearly weren't content with churning out a generic platformer, and they seem to have had some aspirations towards making a game that was really special. It also looks excellent, like I already mentioned. Unfortunately, it's not much fun to play, and that's really the most important thing, isn't it? I think the best recommendation I can give to this game is to go and watch a video of someone else playing through it, just to see the great backgrounds of the first couple of stages.

Friday, 4 December 2020

Mick and Mack as the Global Gladiators (Mega Drive)

 


If you went back in time a couple of decades, the level of fame enjoyed by the two McDonalds licensed Mega Drive games was pretty much the exact opposite: Global Gladiators was pretty well-known, and has a lot of advertising in magazines around the time of its release, while McDonalds Treasureland Adventure was a much smaller release, that I didn't even know got released outside Japan until fairly recently. But with the Treasure-mania that followed in the wake of Ikaruga in the early 2000s, their game got a lot more attention, and Global Gladiators got forgotten among all the other licensed platformers from the 90s.

 


I actually had Global Gladiators as a kid, and even I had mostly forgotten it (other than the surprisingly good music, which is a far cry from the usual farty rubbish you usually see in American-developed Mega Drive games) until I recently decided to load it up on a whim. The thing is, this is a game that doesn't deserve to be forgotten! It's actually a fast-paced and exciting platform shooter, which sees you playing as one of the eponymous  Gladiators (actually just two kids with super soakers full of brown slime), and shooting monsters in various locales.

 


There's lots of cool little touches that just add to the quality of the game, like how your character's walking/running speed not only builds up as you go in one direrction, but the acceleration rate is affected by going up or down hills, too. Just like Sonic! Your weapon has infinite ammo and shoots as fast as you can hit the fire button, but you still have to pay attention to what you're doing, as the recoil knocks you back just a tiny bit per shot, and can have unattentive players falling to their doom. Another quirk is that there's no bosses: every stage just ends with Ronald McDonald waving a flag.

 


The game's got an overall theme of environmentalism, even having a bonus stage themed around picking up pieces of rubbish and putting them in the right recycling bins. This theming comes trough in some stages better than others. The first stage, for example, is a great subversion of the usual Green Hill Zone knock-off so often used to open platform games: there's lots of green all over the place, but it's actually toxic slime, rather than grass or leaves! And the monsters in that stage fit the theme too, being various kinds of gooey slime monsters. Then that's followed up with an actual forest stage, looking like the Pacific Northwest, and seeing you shooting beavers, fish, and plant monsters. It's obviously not a game-ruining problem, but it is a mildly annoying bit of ludonarrative dissonance.

 


Global Gladiators is definitely a game that deserves a bit more recognition as being a high-quality platform shooter, albeit one with a somewhat strange and ill-fitting license attached to it. If you haven't played it, or if you played it long ago, I recommend giving it a look.

Tuesday, 27 October 2020

Robbit Mon Dieu (Playstation)


 Everyone loves the Jumping Flash games, right? The early Playstation releases that brought a splash of colour to the normally dour world of the first person shooter, their only big downside being the draw distance that had barely improved from their genetic forbear Geograph Seal, and restricted the player's field of vision to barely a few metres in front of their noses. Luckily, there was another sequel, released only in Japan in 1999 that corrects that problem! Unluckily, it's also a very, very boring game to play.

 


As I just mentioned, the Jumping Flash games stood out amongst other first person shooters by being bright, colourful games, set in fanciful wonderlands. They also stood out by not only have a jump button, but by letting players use it to triple jump to incredible heights. Robbit Mon Dieu, unfortunately does away with almost all of the shooting of the previous games, and in fact pretty much all of the action and even the challenge of those games along with it. A first person game focussed on platforming is still a fairly novel concept, especially in 1999, but not like this.

 


I feel like the problem might lie in a shift in the demographics the publishers were targeting: as a game aimed at the under-fives, Robbit Mon Dieu would actually be one of the all-time greats. It sees you fulfilling simple tasks like delivering a package to someone who lives up on a floating island, tackling obstacle courses, diving off a high platform and falling through hoops, and so on. There's a few stages that technically have you shooting things, but since those things don't shoot back or offer any other kind of resistance, it's hard to really consider them shooting stages.

 


 Though it's odd that they'd aim a game at such a young audience and use characters from a pre-existing game that was a few years old itself at that point. Furthermore, there is a lot of text in this game, including menus, mission briefings (though obviously, most of the missions are simple enough that you can easily work them out without being able to read them), and story text. So I'm going to assume that the game was aimed at pre-existing Jumping Flash fans.

 


And with that in mind, it's a total failure. Unless the aesthetics were literally the only thing that drew you to the Jumping Flash games, and you don't care about how they play, Robbit Mon Dieu is not worth bothering with. It does look amazing, but that's pretty much all it does. Not recommended.

Saturday, 22 August 2020

Fantastic Children (GBA)

 On paper, Fantastic Children should be worthless shovelware garbage. It is, after all, a licensed GBA platformer based on an anime. I can't tell you much about the anime other than that it's apparently about a group of immortal 12 year olds, and it was created by Takashi Nakamura, whos distinctive character design style you're sure to recognise if you've seen the movie Catnapped. It does have an official english release though, and I might just give it a watch someday, as if the game really gives me vibes of those classic kids adventure anime from the 80s and early 90s, like Giant Gorg, Mysterious Cities of Gold, and The Secret of Blue Water.

 

Right from the start, it's obvious that this game is possibly the best-looking game on the system, with lavish, detailed backgrounds, and really amazing animation on the main character's sprite. As he runs, jumps, climbs, falls, and so on, you can really feels the weight of his body and the force of his movements, and those are all things you do a lot of, since most of the game is made up of Prince of Persia-style precision platforming. It's so far beyond the usual garish colours and blobby pre-rendered sprite you see all too often on the GBA.  

 

Like I said, the game is mostly PoP-style platforming, as you clamber around, exploring various environments, like jungles, abandoned buildings, quiet little seaside towns, and so on. The quality of the animation makes this a totally joyful experience, even if he practice of holding the jump button to grab and keep ahold of ledges, then pressing up to climb onto them takes a little bit of getting used to at first. What's  really unique about this game is the rare occasions when you meet enemies (well, there are wild animals that can hurt you right from the start, but they're more like hazards than enemies), as this is the only platform game that I can think of that has turn-based combat!

 

The way it works is that you and your opponent each has a hand of five attacks. There are specials that each do specific things, but mostly, you'll be using punches, kicks, and chops, which have a rock-paper-scissors dynamic going on: punches beat kicks, kicks beat chops, and chops beat punches. You can switch between your attacks as much as you like in the few seconds before they meet in the middle, at which point one of you takes damage (or both if you each used the same attack). Used attacks are discarded, and if the fight's still ongoing after five turns, you each get your full hands back and carry on. 

 

You can change the attacks in your hand via the pause menu, and you get more choices, including things like attacks that hit twice when they win, as well as the aforementioned specials, by beating enemies and opening treasure boxes. Certain kinds of enemies have specific hands too, so if you know you're going into an area where the enemies prefer kicks, you might want to build a punch-based hand, for example. It's a system more interesting than exciting, but it does solve the problem of having enemies without them getting in the way of the sheer kinetic joy of the platforming.

 

I think that's all I really have to say about Fantastic Children. Of course, I very highly recommend that you go and play it as soon as possible, and don't worry about there being a language barrier, as while the story text is all in Japanese, all the menus and so on are in English. It should be counted alongside Ninja Cop, Gunstar Super Heroes, and all the other truly great GBA games that people still love to this day, it's honestly that good.