Showing posts with label playstation. Show all posts
Showing posts with label playstation. Show all posts

Friday, 23 December 2011

One Piece Mansion (Playstation)

The thing this game is most famous for is having nothing to do with stretchy pirates. It also has nothing to do with mansions either, so it all works out for the best in the end.
You play as the manager of an apartment block who looks kind of like Gaz from Invader Zim, and you've got to keep all your tenants happy so they don't explode. You do this by strategically arranging their apartments. How do you know how happy they'll be? Each kind of tenant has a bunch of arrows coming out of them when you highlight them. Blue arrows mean anyone in that direction of the tenant will be made happier by their presence, red arrows mean that their neighbours will be made less happy. Further complicating matters are criminals who will randomly move in, spreading bad vibes around them, and occaisionally wandering the building causing havoc. To get rid of them, you have to make good use of your more annoying tenants to drive them out, as well as running around blowing a whistle and/or spraying a fire extinguisher at them when they go on their mischeivious jaunts.
In story mode, you go through a finite amount of stages, each with an objective, such as "Build 30 rooms!" or "Make $20000!". If you run out of money, the game ends. There's also an endless mode, with no objectives, you just keep building upwards until you run out of money.
Story mode is excellent, the stages are fast-paced and don't take too long to do, the only problem being it's quite easy and very short (I completed story mode without failing a single stage.). Endless mode is also very easy, and obviously lasts a long time, but has a different problem: the lack of objectives makes the game very boring. You just build tenants as soon as they come along, then wait for either more tenants to appear, or for that month's rent to be paid, with only the occaisional criminal to break up the monotony.
One Piece Mansion is good, and definitely worth playing, I just wish it had some kind of mode with infinite, randomly generated mission objectives.

Sunday, 4 December 2011

Pop'n Tanks (Playstation)

The first thing that I'm going to tell you about this game is that it has a nice 2D animated intro before the title screen, as well as nice 2D animated intros for each character in story mode. So I'm slightly biased towards it, as like all good-hearted people, I really like it when 32-bit era games have 2D animated videos in them.
Anyway. The game's about one-on-one tank battles, in small brightly coloured cartoony tanks. All the tanks are different, both in looks and in weaponry. But you should be aware that the tank with a cake for a turret is the best one, since its special weapon sends out some flying exploding giant bananas that are really hard to avoid and do tons of damage.
There's two main modes to play in: Tank World and Story Mode. Tank world is the more in-depth of the two modes; you pick a tank, choose a name for yourself and the tank you chose, then try to fight your way up the rankings. When you win a fight, you go up in the rankings and also gain a tank part. The main problem with this mode is that you don't get to choose your opponents, just the stage on which you fight them. And the fact that I'm so rubbish I can never get more than one or two ranks places above the bottom rank. Waah.
Story mode is basically what would be called "Arcade Mode" in any other fighting game. You pick a character (these characters don't appear in the Tank World mode, and the tanks they have are all the default tanks you can choose from in that mode) and figght the other characters, and the characters will have a conversation before each fight. I don't know what the plot's about because it's all in Japanese. But like i've probably said a million times before, if the plot's so important that your inability to understand it will keep you from playing a game, you're a massive idiot.
As for how the game actually plays, it's mostly pretty good! The tanks are really fun to drive around, to the point where I wish there were some kind of Choro Q-esque adventure mode so I could drive them round without being shot at. The battles are nice and fast-paced, too, and although I'm terrible at the game and almost constantly lose, it rarely feels unfair. Tying in with the animated cutscenes, the battles do a good job of looking like what battle scenes from a late-90s Japanese cartoon about brightly coloured tanks would look like, were such a show to exist (and if it does exist and I just don't know about it, please inform me!).
Pop'n Tanks, then. It's alright. Plus, I'm tagging it as a fighting game, and you can't stop me!

Friday, 4 November 2011

Simple 1500 Series Vol. 24 - The Gun Shooting (Playstation)

Judging by the title of this game, and the fact that it's a Simple 1500 budget release, you'd probably expect a bland, bare-bones target shooter, maybe like a less colourful version of Point Blank. Surprisingly, it's not like that at all: it has a plot, characters, and even an animated intro showing those characters getting aboard some kind of futuristic buggy thing! It also has some pretty cool artwork on the loading screens between stages. Of course, I can't tell you what the plot is about, or what the names of the characters are because all that stuff is in Japanese. Who cares anyway, though?
Anyway, the game is a typical lightgun shooter: you move slowly through the stages shooting at tanks, robots and other mechanical stuff that wants to kill you. The stages are fairly varied in their looks, though they all take place in some kind of exotic outdoors wilderness, there's forests and valleys and deserts and so on, so they aren't all the same. You do fight a lot of the same enemies on every stage, though, but that's one of the corners you expect to be cut in a budget game.
The only problem with the game is the difficulty: it is incredibly easy for most of the game. You can take at least thirty hits before getting a game over, and not only are the enemies not particularly enthusiastic about trying to kill you, but at least half of the time you get hit, you won't lose any health. Plus you're likely to get at least one extra life on each stage. I did say it was only incredibly easy for most of the game though, as once you get to the mid-boss of the last stage, and what I assume is the game's final boss, the difficulty takes a sudden and dramatic spike upwards. These two guys will hit you fast, and take off lots of health when they do. It's really cheap, and i would have preferred a harder game in general to a very easy game with really hard bosses at the end. Until you reach that point, it's a fairly fun, leisurely game and the surprisingly high production values make me wonder why it's a simple series game with a generic title, rather than being sold on it's own right with an actual name and such. I'm also slightly surprised that it wasn't one of the simple series games brought to the west under a different title by budget publishers late in the Playstation's lifespan.

Saturday, 6 August 2011

Abalaburn (Playstation)

Abalaburn has two main modes: story mode and arcade mode.I haven't played much of arcade mode, because it's pretty awful. Story mode I have played a lot of, though.
It comprises a 3D roaming beat em up with some huge stages, lots of varied enemies and the occaisional bit of insanely painful platforming.
Each stage basically involves you wandering around beating up monsters until you beat the one that drops a key (pointed out by a small spark floating above its head), which will open a door that leads to that stage's mid-boss, which will be a huge monster of some kind. Then you find another key, and beat the stage's actual boss, which will be more humanoid in proportions (and for most of the game, they will be the other selectable characters. the aforementioned arcade mode is made entirely of these fights). As an aside, the playable characters are very varied in design, with some cool characters (eg. a spiky-haired and chunky-limbed shonen protagonist and a light-footed catboy) and some that are awful (a grotesquely racist caricature and a shape shifting midget thing).
For a few hours, this is all a lot of fun. Eventually the cracks will start to appear. You'll notice that every normal fight consists of doing a short combo, holding block while the enemy does the same, and then repeating until the enemy is dead. And then there are the terrible parts where you have to use the slightly awkward controls to navigate moving platforms, which will take a long time, and will be no fun at all. At least you don't die or take damage for falling off of them, though.
All these minor flaws do add up, but it wasn't until the final stage that the game really killed my desire to play. The final stage, in true Japanese videogame cliche fashion, is a futuristic technology stage, following all the other, fantasy themed stages. It's also got several huge mid-bosses, which are a series of heavily armed (and heavily armoured) tanks. They kill you very quickly, die very slowly and are just no fun at all to fight. It was a shame to have to give up on a game that was, up until that point, so charming and fun, especially so close to the end, but those bosses really were terrible.
It's really a shame this game never got a western release, though. I'm sure I would have loved this as a teenager, if I'd had the chance to play it back then.

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.

Saturday, 23 April 2011

Action Puzzle Prism Land (Playstation)


I know i review a lot of playstation games on here, but that's mostly because there are tons and tons of interesting playstation games that are also really obscure! There are quite a few DS games I want to write about too, but I can't take screenshots of those. I might do it without screenshots eventually anyway, because there are a lot of really cool games for DS that hardly anyone knows about. Anyway, here is another playstation game!
It's an arkanoid-like, which you could probably have guessed from the screenshots. To be honest, when I loaded this game up for the first time, and i saw the catboy and the fairy, i wasn't expecting it to be that great. Luckily, i was wrong. It's one of the best arkanoid-likes I've ever played!
What makes it so great? Well, it takes cool elements from other games of the same genre, like power-ups, points bonuses for combos, boss fights, etc., and puts them alongside some really good level design, and it's own gimmick (and biggest draw): the fact that most power-ups don't cancel each other out!
Most of these games have power-ups, but you can usually have one power-up at a time, for example: you get a power-up that makes your bat wider, but if you collect the multiball power-up, it'll go back to it's normal size. In Prism land, most power-ups can be collected together. You can have the elongated bat and the multiple balls and other effects all happening at once!
Not only that, but the power-ups themselves work in cool ways too! For example, the multiball power-up: Instead of just splitting your ball once into three or four, it splits the ball in two every time it hits the bat. And it does this with every ball that hits the bat, leading to balls everywhere. The elongated bat power-up too works slightly differently to most games in that you can collect it more than once, leading to a comically huge bat. And there's more: remote control balls, giant balls, one-use exploding balls and so on. And most (if not all) of them can be used together!
There was also a European release of this, called "Prism Land Story" that can still be bought for very very cheap online. Be warned, though: for reasons beyond my ability to discern, the morons who localised it removed the ability to save high scores or progress. Great work, idiots.

Thursday, 30 December 2010

Dangan (Playstation)


This game is quite the disappointment. When you start playing, and see the top down 3D graphics, and start beating a few guys up, it seems like a nice, fun game. Unfortunately, it doesn't take long to turn sour.
As I mentioned, it's a top down beat em up with 3D graphics. #The four face buttons on the playstation controller are melee attacks (a single button that does a string of attacks, as is beat em up tradition), shoot (you start off with a completely useless infinite ammo handgun, but soon collect other, slightly less useless guns), an all-round attack that drains your health if it connects, and a dodge button.
Actually controlling you character and beating up/shooting the enemies is actually pretty fun, though it's turned into a chore by the problems the game has, most of which concern difficulty.
The first problem is the many, many stationery gun turrets that litter the stages. They do quite a bit of damage and they never stop firing. They also tend to appear in groups.
The second problem is the fact that the regular enemies spawn endlessly and randomly offscreen.
These two problems work together to ensure that rather than fighting enemies, the best strategy is too run ahead to the exit as quickly as you can, since if you stop to fight the enemies, the turrets will tear you apart, and if you stop to destroy the turrets, the enemies and the other turrets will tear you apart.
So, after you've ignored all the enemies and got to the boss? Well, since you didn't fight any enemies, you didn't collect the ammo they randomly drop. So you're at a disadvantage already. (Well, sort of. The boss fights are really hard, even with ammo.)
So, in summary, Dangan is a game that could have been great, but just isn't.

Saturday, 28 August 2010

Simple 1500 Series Vol. 52: The Pro Wrestling 2 (Playstation)



This game is a bit of a curious oddity now, since it was made by Yukes, shortly before they made the first WWF Smackdown game for THQ. It doesn't have any licence, obviously, so, when faced with the chance to create any kind of colourful, outlandish characters the likes of wshich pro wrestling is famous for, Yukes chose to fill the roster with... lots of pale, balding men in underpants. And a martial artist woman.
Other than that, though, thje game plays pretty well. As you would expect from a budget game, it doesn't have a ton of modes, just an arcade-style single player mode, exhibition matches, and a create a wrestler mode.
I didn't save anything from the CAW mode, but i had a quick look, and you could just mix and match heads, bodies and torsos.
The single player mode has you choosing a character and then having a series of fights against the other guys.
In exhibition mode, you can create your own matches. There's only three to choose from, though: Single, 4-Way Dance, and Deathmatch.
Deathmatch mode is the coolest part of the game. It's a single match, but you can apply a bunch of crazy modifiers to it. You can choose any combination of normal rope/ electric barbed wire/no rope and normal mat/straw mat/concrete mat, as well as turning on and off Inferno mode, in which the ring is surrounded by flames, and the winner is the wrestler who throws their opponent out of the ring to a firey death. (Amusingly, you can still get out of the ring yourself, resulting in an instant loss). Having a match set to concrete mat/no ropes/inferno looks pretty cool!
An interesting thing about the game is the fact that a lot of the animations for moves and taunts are being recycled in yukes' WWE games to this day. Is that interesting or just insulting?
Anyway, this is a pretty fun game, despite its simplicity and boring cast.

Thursday, 6 August 2009

Project: Horned Owl (Playstation)


Project: Horned Owl is a light gun shooter for Playstation released in 1995. It has mecha designs (and possibly character designs too?) by Masamune Shirow, and as such will probably light a little spark of nostalgia for cartoon nerds of a certain age, with it being slightly reminiscent of Dominion Tank Police.
As you might have worked out from the first paragraph, in this game you play as cops in giant(-ish) robots, and you shoot evil terrorist robots. Even though you're playing as cops, you get points for destoying the scenery. A subtle satire on the attitude and conduct of real police, or just the developers knowing that people like shooting things? Probably the second one. You get two and a half weapons: your normal gun, your grenade launcher, and when you hold the shoot buton for a second and let go, you shoot a weak scatter shot thing, the only use for which is shooting missiles without having to aim. But the time it takes to charge means you'd be better off just shooting them normally.
The graphics are nice to look at, a mix of 2D and 3D, with the stages themselves being made of polygons, and everything you can shoot (with a couple of exceptions like some of the bosses and such) being sprites. It works well. The 3D hasn't aged as badly as most 3D from 1995, with the only real eyesore being the plane in the background of stage 2.
"Satisfying" is the best way to describe how the game plays. There's just something that feels good and chunky about shooting the robots, and the robots exploding. You know, one of those strange unnamed feelings you get from games that aren't down to any specific thing like graphics or sound or whatever. It just feels right. The feeling of satisfaction is definately helped by the fact that the enemies don't disappear after you shoot them down, leaving you with nice piles of scrap after particularly busy segments. The only real problem is the fact that putting the cursor right at the edge of the screen reloads, which means you can't shoot enemies there. But even that's not too much of a problem, since enemies don't attack from there, you only be shooting them for a few extra points. I would say that the difficulty was a problem, were it not for the fact that although it is really hard, it never feels unfair.
Oh and there are animated cutscenes, if you like that sort of thing. They're not very exciting, but if there's exciting stuff happening in a game, it should really happen while you're actually playing.

Wednesday, 13 May 2009

Fatal Fantasy VII (Playstation)



This is a bit of an oddity. It appears to be a demo for a Net Yaroze game. It's obviously a Final Fantasy VII fangame. That's pretty much all that I've been able to find out about it. Well there is one more thing: more than one person has told me that the text at the start of the video has something to do with "the world's toilet paper". Hmm.
I won't bother commenting on how it plays, you can see the whole thing in the video, and there's no real gameplay to comment on.