Even moreso than tanks, submarines are pretty under-represented when it comes to videogames. The only really well-known sub game I can think of is the classic arcade shooter In The Hunt, which, coincidentally, was created by Irem, in their fondly-remembered "dirty-looking pixelart" period, while Sub Rebellion was also made by Irem in their later, more tragic "weird experimental PS2 games" period. (Tragic because it was the last stage of their existence as a games company, pretty much.)
So, Sub Rebellion, then. It's set in a post-apocalyptic future (like almost every Irem game, come to think of it), in which the world has flooded, and humanity survives in underwater cities, most of which are ruled with an iron fist by an evil empire. You play as a submarine-piloting mercenary tasked with helping the resistance save humankind, and if you have time, also finding lost artifacts of an earlier age, which can be used to develop new technology to upgrade your sub. Is it a requisite that every underwater PS2 game has to have you looking for sunken treasure?
The missions are pretty much as you'd expect: find the thing (or things) and blow it (or them) up. Then, without fail, a boss will show up, and you blow them up, too. And while you're at it, keep pinging your radar to find buried artifacts, which are excavated by blowing up rocks and dirt. Though the controls use every button on the PS2 controller, plus both analogue sticks, they're very easy to get ahold of, and it won't belong before you're swoocing through the depths like a big clunky metal mermaid. You have two main weapons to facilitate your blowing up of objects: a machine gun, fired by tapping the fire button, and lock-on torpedos, targeted by holding the fire button, and fired by letting go.
Sometimes, you'll also have to surface and sail around shooting helicopters and gun turrets and the like, which is actually a lot harder, since your enemies can move around and dodge your attacks in 3D, but you're mostly confined to 2D movement in this state (though you could go the slightly unweildy route of dodging surface attacks by submerging when they get too close, I guess?), and to make things worse, you can still be fired upon by sub below you while you're surfaced, which is a bit unfair.
Sub Rebellion is a pretty great game, to be honest, though it can be frustratingly difficult, especially when you die right at the end of a mission you've spent 10-20 minutes playing through. I can only assume the reason it never got anyone's attention is it's generic-sounding name, and generic-looking boxart, and for once, the western publisher's can't take the blame, since it had the equally dull title "U:Underwater Unit" in Japan. Anyway, you can pick up a copy of this game dirt cheap, and it's definitely worth doing that.
Showing posts with label ps2. Show all posts
Showing posts with label ps2. Show all posts
Friday, 24 June 2016
Monday, 30 May 2016
Jet Ion GP (PS2)
Usually, when a new console gets released, magazines will cover every game they can get their hands on, even Japan-only titles. Which makes it odd that Jet Ion GP (released in Japan under the vowel-deprived title of Hresvelgr: Interntional Edition) seemed to go by unnoticed, despite being released in the opening months of the Playstation 2's life, in December 2000. There was even an earlier revision, simply named Hresvelgr a few months earlier, that similarly went unmentioned in UK magazines of the time.
Anyway, Jet Ion GP is a futuristic racing game, with anti-gravity crafts taking the place of cars. The road is also replaced, by a glowing "energy belt" that serves the dual purpose of showing the way through the racecourse, and ensuring no-one can take shortcuts, as it's also the power source for the crafts. If a pilot tries to fly away from it, their speed gradually decreases, until their craft's power cuts out altogether.
The future in which the game is set takes an unusually optimistic view of the decades to come, as the setting combines the luxury and opulence of the Ridge Racer series with the wonder and spectacle of a post-scarcity, pollution-free high-tech civilisation. With this in mind, the tracks themselves take place in a variety of locations with serene mountains and forests accompanying the standard neon megalopolises. The locations are the same on every difficulty level, though the actual course that's flown through them is different.
The course designs are great, too. They start off simple, letting the player learn to fly their craft, gradually getting more complex and difficult as they advance. Just like you'd expect, really, though special mention must go to the mountain-set final stage, Bramble Yard. Even on the easiest difficulty setting, Bramble Yard offers a really spectacular race, with roller coaster-esque vertical climbs and drops, and twists around buildings and under and over pipes and beams.
There is one downside to Jet Ion GP, though: the framerate. Though I don't have a single particle of sympathy for the ridiculous framerate bores that plague the reviews section of many Steam games, Jet Ion GP really does have a shockingly low frame rate, especially for a racing game. It's at its worst in the first few seconds of each race, as all the crafts are close together, but it never gets to a speed most would call "smooth." I wonder if this problem could be fixed in emulation? But anyway, I've said all this, but it really didn't hamper my enjoyment of the game at all. It is, however, noticable enough that it does need to be mentioned.
In conclusion, Jet Ion GP is an enjoyable, overlooked racing game, and you can get a copy for practically nothing (in the UK at least), and I'd say it's worth doing.
Anyway, Jet Ion GP is a futuristic racing game, with anti-gravity crafts taking the place of cars. The road is also replaced, by a glowing "energy belt" that serves the dual purpose of showing the way through the racecourse, and ensuring no-one can take shortcuts, as it's also the power source for the crafts. If a pilot tries to fly away from it, their speed gradually decreases, until their craft's power cuts out altogether.
The future in which the game is set takes an unusually optimistic view of the decades to come, as the setting combines the luxury and opulence of the Ridge Racer series with the wonder and spectacle of a post-scarcity, pollution-free high-tech civilisation. With this in mind, the tracks themselves take place in a variety of locations with serene mountains and forests accompanying the standard neon megalopolises. The locations are the same on every difficulty level, though the actual course that's flown through them is different.
The course designs are great, too. They start off simple, letting the player learn to fly their craft, gradually getting more complex and difficult as they advance. Just like you'd expect, really, though special mention must go to the mountain-set final stage, Bramble Yard. Even on the easiest difficulty setting, Bramble Yard offers a really spectacular race, with roller coaster-esque vertical climbs and drops, and twists around buildings and under and over pipes and beams.
There is one downside to Jet Ion GP, though: the framerate. Though I don't have a single particle of sympathy for the ridiculous framerate bores that plague the reviews section of many Steam games, Jet Ion GP really does have a shockingly low frame rate, especially for a racing game. It's at its worst in the first few seconds of each race, as all the crafts are close together, but it never gets to a speed most would call "smooth." I wonder if this problem could be fixed in emulation? But anyway, I've said all this, but it really didn't hamper my enjoyment of the game at all. It is, however, noticable enough that it does need to be mentioned.
In conclusion, Jet Ion GP is an enjoyable, overlooked racing game, and you can get a copy for practically nothing (in the UK at least), and I'd say it's worth doing.
Wednesday, 4 May 2016
Demon Chaos (PS2)
When Dynasty Warriors 2/Shin Sangoku Musou came out back in 2000, it wowed everyone with it's hge battlefields filled with dozens of enemies. As that series has gone on, the amount of enemies on the battlefield, as well as the amount of enemies appearing onscreen at a time have both increased. But even now, after tons of sequels, spin-offs and licenced tie-ins, none of Koei's games have been able to match the sheer number of enemies displayed in this PS2 game from 2005.
Developed by Genki and published outside of Japan by Konami, Demon Chaos (also known as Ikusa Gami) sees the player controlling a big, burly lion-man samurai, somewhat reminiscent of the 1970s tokusatsu series Taiketsu Lion Maru. They're tasked with saving feudal Japan from hordes of spider-like demons that are spewing forth from giant red gems called blood crystals. At first glance, it all looks like a fairly standard Dynasty Warriors clone, albiet with a fantasy coat of paint, and few more on-screen enemies.
As you progress through the first cople of stages, however, things start to change a little. Firstly, you'll become a leader of men, having huge armies of human soldiers following in your wake. These soldiers are obviously a lot weaker than the player character, though you have to rely on them to destroy the blood crystals, which are unaffected by your own attacks. Secondly, you gain the ability to order your soldiers to build magic pillars. These pillars have various uses: healing soldiers that are near them, firing arrows at nearby demons, and destroying nearby enemy structures (including blood crystals).
The fact that your entire army follows you directly, and that you need them to build pillars gives the player more a feeling of responsibility when it comes to keeping them alive, compared to the Dynasty Warriors games, where you barely interact with your underlings, and their lives are of no consequence to you. I guess it also helps that there are constant on-screen trackers telling you exactly how many soldiers you have left alive.
There's more interesting things to be said regarding the pillars, too. As well as the main effects they carry, having them built is also the best way to fill up your power meter, which allows you to perform special moves and activate your "spirit release" ability, which essentialy turns you into a destructive force of nature ntil it runs out. There's also the whole "earth force" mechanic relating to the pillars too: as you walk around, you'll see ripples of energy at your feet. These ripples represent the earth energy, kind of like ley lines, and the more ripples there are in an area, the stronger pillars built there will be.
Now, the enemy count. It's insane. Only a couple of stages in, and you'll be killing hundreds of enemies in the opening skirmish, and thousands by the end of the stage. On top of this, you'll also have hundreds of your allies fllowing you around too, so there's always a sense of the battles taking place on a grand scale. Taking this to its absurd extremes is an extra mode aside from the main game called Massacre mode, which places the player alone in a flat, featureless field with 65535 enemies, where they have to attempt to kill as many as they can in 3 minutes.
Although the whole battlefield action genre has an (unfair) reputation for all being identical, boring and repetitive, Demon Chaos is a game that definitely does enough to stand out from the crown, both in its mechanics, and in the sheer spectacle of its battles. It's odd that no-one (as far as I know) has ever tried to match or even top the scale of the battles in this game, especially considering that it came out over a decade ago, and there's been two rounds of more powerful consoles since then.
Developed by Genki and published outside of Japan by Konami, Demon Chaos (also known as Ikusa Gami) sees the player controlling a big, burly lion-man samurai, somewhat reminiscent of the 1970s tokusatsu series Taiketsu Lion Maru. They're tasked with saving feudal Japan from hordes of spider-like demons that are spewing forth from giant red gems called blood crystals. At first glance, it all looks like a fairly standard Dynasty Warriors clone, albiet with a fantasy coat of paint, and few more on-screen enemies.
As you progress through the first cople of stages, however, things start to change a little. Firstly, you'll become a leader of men, having huge armies of human soldiers following in your wake. These soldiers are obviously a lot weaker than the player character, though you have to rely on them to destroy the blood crystals, which are unaffected by your own attacks. Secondly, you gain the ability to order your soldiers to build magic pillars. These pillars have various uses: healing soldiers that are near them, firing arrows at nearby demons, and destroying nearby enemy structures (including blood crystals).
The fact that your entire army follows you directly, and that you need them to build pillars gives the player more a feeling of responsibility when it comes to keeping them alive, compared to the Dynasty Warriors games, where you barely interact with your underlings, and their lives are of no consequence to you. I guess it also helps that there are constant on-screen trackers telling you exactly how many soldiers you have left alive.
There's more interesting things to be said regarding the pillars, too. As well as the main effects they carry, having them built is also the best way to fill up your power meter, which allows you to perform special moves and activate your "spirit release" ability, which essentialy turns you into a destructive force of nature ntil it runs out. There's also the whole "earth force" mechanic relating to the pillars too: as you walk around, you'll see ripples of energy at your feet. These ripples represent the earth energy, kind of like ley lines, and the more ripples there are in an area, the stronger pillars built there will be.
Now, the enemy count. It's insane. Only a couple of stages in, and you'll be killing hundreds of enemies in the opening skirmish, and thousands by the end of the stage. On top of this, you'll also have hundreds of your allies fllowing you around too, so there's always a sense of the battles taking place on a grand scale. Taking this to its absurd extremes is an extra mode aside from the main game called Massacre mode, which places the player alone in a flat, featureless field with 65535 enemies, where they have to attempt to kill as many as they can in 3 minutes.
Although the whole battlefield action genre has an (unfair) reputation for all being identical, boring and repetitive, Demon Chaos is a game that definitely does enough to stand out from the crown, both in its mechanics, and in the sheer spectacle of its battles. It's odd that no-one (as far as I know) has ever tried to match or even top the scale of the battles in this game, especially considering that it came out over a decade ago, and there's been two rounds of more powerful consoles since then.
Sunday, 31 May 2015
Bujingai (PS2)
There's pretty much one thing everyone knows about this game, if they
know anything about it at all, and that's that famous Japanese
musician/actor/general celebrity Gackt lent his likeness to the main
character, Lau Wong. The thing is, Lau mostly just looks like what you
would picture in your head if someone asked you to imagine the young
male protagonist of a Japanese-developed PS2 game. The game's set in a
lavishly realised world that combines the aesthetics of a near-future
cyberpunk world with those of stereotypical Chinese wuxia fantasy, and
it's a fast-paced 3D platform/beat em up. In fact, my friend who lent me
his copy for this review described it to me as "the game he wished
Devil May Cry was".
It is definitely very similar to the Devil May Cry series, especially the third entry, whos release date it preceds by over a year. You go about the levels, swordfighting monsters and demons and the like, as well as doing a bit of platforming here and there. Gackt aside, the game's real gimmick is how it incorporates that aforementioned wuxia influence in both its combat and its platforming.
At its most basic, the combat is similar to most 3D beat em ups: you mash a button to perform combos, hold a shoulder button to lock onto a single enemy, and use the jump button while locked on to roll around and dodge. The attack animations are very stylised, with Lau flipping and spinning and generally engaging in lots of movement and acrobatics while performing even his most basic combos, but the game really comes into its own when fighting an opponent who also weilds a sword and has their own defence meter. When you're locked onto an enemy, if you're not attacking when they attack you, their attack is parried, and you can then counter by quickly attacking, which depletes your defence meter, but only very temporarily. When facing an enemy who also has this skill, the fight turns into a dramatic clash of flailing swords and counters countering counters and so on, and it does a good job of making combat feel and look really cool and fun.
As for the platforming, the wuxia influence is really just a spin on the old wall-running gimmick, just animated in a way that looks nicer, and of course, the skilled player can also jump and flip off of walls on which they are running, and start running on a nearby wall. It takes some practice, but like the combat, it's a small, simple thing that just makes playing the game a little bit more satisfying.
Bujingai is a game that definitely recieves my recommendation. It looks great, sounds great and it's both fun and satisfying to play. A quick look at ebay also tells me that it's available for only a few mere pounds, too!
It is definitely very similar to the Devil May Cry series, especially the third entry, whos release date it preceds by over a year. You go about the levels, swordfighting monsters and demons and the like, as well as doing a bit of platforming here and there. Gackt aside, the game's real gimmick is how it incorporates that aforementioned wuxia influence in both its combat and its platforming.
At its most basic, the combat is similar to most 3D beat em ups: you mash a button to perform combos, hold a shoulder button to lock onto a single enemy, and use the jump button while locked on to roll around and dodge. The attack animations are very stylised, with Lau flipping and spinning and generally engaging in lots of movement and acrobatics while performing even his most basic combos, but the game really comes into its own when fighting an opponent who also weilds a sword and has their own defence meter. When you're locked onto an enemy, if you're not attacking when they attack you, their attack is parried, and you can then counter by quickly attacking, which depletes your defence meter, but only very temporarily. When facing an enemy who also has this skill, the fight turns into a dramatic clash of flailing swords and counters countering counters and so on, and it does a good job of making combat feel and look really cool and fun.
As for the platforming, the wuxia influence is really just a spin on the old wall-running gimmick, just animated in a way that looks nicer, and of course, the skilled player can also jump and flip off of walls on which they are running, and start running on a nearby wall. It takes some practice, but like the combat, it's a small, simple thing that just makes playing the game a little bit more satisfying.
Bujingai is a game that definitely recieves my recommendation. It looks great, sounds great and it's both fun and satisfying to play. A quick look at ebay also tells me that it's available for only a few mere pounds, too!
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
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
Monday, 27 October 2014
Sega Ages 2500 Series Vol. 2: Monaco GP
The Sega Ages series started out as a bunch of 3D remakes of old Sega games, later turning into compilations of often rarer, high-quality emulated titles with generous extras. Obviously, being only volume number 2, Monaco GP is of the first variety. These early titles were almost universally lambasted by all and sundry when they came out, with the remakes of Golden Axe and Space Harrier drawing particular ire. Monaco GP was mostly ignored, though, probably because the original is a lot older than most of the other games, and was only previously ported to a home system once, to the SG-1000 all the way back in 1983.
The original (or rather, the SG1000 port, since the original is not yet emulated in MAME, so I haven't been able to play it) is a pretty great game: the player drives down an endless road avoiding other cars, scoring more points the faster they go. The Sega Ages 2500 remakes has three different modes: arcade classic, arcade original and grand prix.
Arcade classic is pretty much just like the orignal game: go fast and survive as long as you can. Arcade original takes that concept, with several additions: a selection of different tracks, corners (which are tackled with the shoulder buttons), power-ups that offer things like speed boosts, a temporarily giant car, temporary invincibility and so on, and lines of stars on the track that, when collected, give the player points and extra speed. Grand Prix takes the extra elements from arcade original mode, and removes the endless score-run structure (and with it, limited lives), instead having the player race against time around sets of five tracks.
Arcade original is the worst of the three, since it eschews the one-hit kills of classic mode, it takes ages to actually die, taking the player long past the point at which the game stops being fun. Grand Prix is a lot better, though, taking the updated mechanics and putting them in a structure that never lasts longer than 15-20 minutes, though the time limits are a little too generous on the easy and normal courses. An interesting thing that's shared by both the arcade modes is that the player doesn't start any lives, though extra lives are dealt out at every 20000 points scored, and during the first 60 seconds of a run, the player can die as many times as they like without penalty, allowing players to build up at least one or two lives before the game begins proper.
This game was relased in the west along with a bunch of other early Sega Ages 2500 entries on a single disc as "Sega Classics Collection", which is something I definitely recommend getting hold of.
The original (or rather, the SG1000 port, since the original is not yet emulated in MAME, so I haven't been able to play it) is a pretty great game: the player drives down an endless road avoiding other cars, scoring more points the faster they go. The Sega Ages 2500 remakes has three different modes: arcade classic, arcade original and grand prix.
Arcade classic is pretty much just like the orignal game: go fast and survive as long as you can. Arcade original takes that concept, with several additions: a selection of different tracks, corners (which are tackled with the shoulder buttons), power-ups that offer things like speed boosts, a temporarily giant car, temporary invincibility and so on, and lines of stars on the track that, when collected, give the player points and extra speed. Grand Prix takes the extra elements from arcade original mode, and removes the endless score-run structure (and with it, limited lives), instead having the player race against time around sets of five tracks.
Arcade original is the worst of the three, since it eschews the one-hit kills of classic mode, it takes ages to actually die, taking the player long past the point at which the game stops being fun. Grand Prix is a lot better, though, taking the updated mechanics and putting them in a structure that never lasts longer than 15-20 minutes, though the time limits are a little too generous on the easy and normal courses. An interesting thing that's shared by both the arcade modes is that the player doesn't start any lives, though extra lives are dealt out at every 20000 points scored, and during the first 60 seconds of a run, the player can die as many times as they like without penalty, allowing players to build up at least one or two lives before the game begins proper.
This game was relased in the west along with a bunch of other early Sega Ages 2500 entries on a single disc as "Sega Classics Collection", which is something I definitely recommend getting hold of.
Friday, 11 July 2014
Kakutou Bijin Wulong (PS2)
I'll apologise in advance for the quality of the screenshots accompanying this post. PS2 screenshots tend to look pretty bad at the best of times, but for some reason this game was particularly unphotogenic.
Kakutou Bijin Wulong is a beat em up developed by Dream Factory, though unfortunately there isn't much trace of their trademark roguelike elements in there, other than a stamina bar that can be used to partially restore the player's health by resting. It does use their typical control method, though, with a face button each for low, medium and high attacks, and shoulder buttons for jumping, guarding and grappling.
It's also based on a comic of the same name (or sometimes known as "Fighting Beauty Wulong"), and though I haven't read that comic and the game is entirely in Japanese, from what I can work out, the game's about a teenage girl (who might be an immigrant to Japan from China?) being taught to fight by an old man (her grandad?), who uses a very on-the-job approach to martial arts tutelage, forcing the girl to repeatedly prove herself by fighting in various situations. And these situations are the stages of this game. Oddly, though the game has its origins in a comic, there's something about the aesthetic and the way the game feels that reminds me more of those slightly seedy low budget tokusatsu heroine movies and series that companies like Zen Pictures put out.
Because the game is really, brutally hard, I've only been able to get a few stages in, and so far I've been on the seedy backstreets fighting criminal goons, in a dojo fighting trainee wrestlers, out in the woods fighting wild bears and then in a wrestling ring in a flashy stadium, fighting pro wrestlers.
The stages are laid out in a typical beat em up fashion: you start in an area and beat up everyone there before moving on to the next area. After a few areas, you'll fight a boss, and then go onto the next stage. An interesting and unique element the game has is that for each area, the player is randomly given five items, which are selected by pressing left and right on the d-pad, and used with up on the d-pad (movement is done using the left analogue stick, of course). These items will be a mix (different every time) of any of five things: health-restoring melons, stamina-restoring cheese wedges, and red, blue or green cards. The cards are the most interesting ones, as each one represents a different special move: blue is a powerful strike straight ahead on one target, green is a hurricane kick-type maneuver that will hit anyone near the player, and best of all, red picks up the nearest enemy for a giant swing, which then damages any enemies that get in the way of it.
This is an interesting alternative to more common systems, like specials limited by a power bar or performed via input commands. Interesting and original, but not necessarily good. Like always with random elements, the "five items" mean the player sometimes has to rely on luck more than skill to proceed, and unlike in some games, such as roguelikes and even Dream Factory's trademark roguelike/beat em up hybrids, rather than feeling like an extra little challenge that forces players to be resourceful and cunning, it just feels cheap, and like the player would be better off resetting and trying again on receipt of a bad hand.
That said though, Kakutou Bijin Wulong isn't a bad game, it's not a chore to play or anything, and though it's on a console with more than a generous helping of beat em ups, it could still be worth a look if you've played a fair few of them already and still want more.
Kakutou Bijin Wulong is a beat em up developed by Dream Factory, though unfortunately there isn't much trace of their trademark roguelike elements in there, other than a stamina bar that can be used to partially restore the player's health by resting. It does use their typical control method, though, with a face button each for low, medium and high attacks, and shoulder buttons for jumping, guarding and grappling.
It's also based on a comic of the same name (or sometimes known as "Fighting Beauty Wulong"), and though I haven't read that comic and the game is entirely in Japanese, from what I can work out, the game's about a teenage girl (who might be an immigrant to Japan from China?) being taught to fight by an old man (her grandad?), who uses a very on-the-job approach to martial arts tutelage, forcing the girl to repeatedly prove herself by fighting in various situations. And these situations are the stages of this game. Oddly, though the game has its origins in a comic, there's something about the aesthetic and the way the game feels that reminds me more of those slightly seedy low budget tokusatsu heroine movies and series that companies like Zen Pictures put out.
Because the game is really, brutally hard, I've only been able to get a few stages in, and so far I've been on the seedy backstreets fighting criminal goons, in a dojo fighting trainee wrestlers, out in the woods fighting wild bears and then in a wrestling ring in a flashy stadium, fighting pro wrestlers.
The stages are laid out in a typical beat em up fashion: you start in an area and beat up everyone there before moving on to the next area. After a few areas, you'll fight a boss, and then go onto the next stage. An interesting and unique element the game has is that for each area, the player is randomly given five items, which are selected by pressing left and right on the d-pad, and used with up on the d-pad (movement is done using the left analogue stick, of course). These items will be a mix (different every time) of any of five things: health-restoring melons, stamina-restoring cheese wedges, and red, blue or green cards. The cards are the most interesting ones, as each one represents a different special move: blue is a powerful strike straight ahead on one target, green is a hurricane kick-type maneuver that will hit anyone near the player, and best of all, red picks up the nearest enemy for a giant swing, which then damages any enemies that get in the way of it.
This is an interesting alternative to more common systems, like specials limited by a power bar or performed via input commands. Interesting and original, but not necessarily good. Like always with random elements, the "five items" mean the player sometimes has to rely on luck more than skill to proceed, and unlike in some games, such as roguelikes and even Dream Factory's trademark roguelike/beat em up hybrids, rather than feeling like an extra little challenge that forces players to be resourceful and cunning, it just feels cheap, and like the player would be better off resetting and trying again on receipt of a bad hand.
That said though, Kakutou Bijin Wulong isn't a bad game, it's not a chore to play or anything, and though it's on a console with more than a generous helping of beat em ups, it could still be worth a look if you've played a fair few of them already and still want more.
Monday, 24 March 2014
Raging Blades (PS2)
Raging Blades is a beat em up that, though it never saw an arcade release really feels like it should have had one (there is the possibility that is was made from the remains of a cancelled arcade game, but this is purely speculation).
In it, you pick one of four generic fantasy characters (Gray the Knight, Bud the Warrior, Raybrandt the Wizard, and Tina the Monk), go to various generic fantasy locations, including the much loved RPG staple, the "ancient lost civilisation with guard robots and big glowing crystals" and fight lots of generic fantasy
monsters. There's also two secret characters, Iria the Valkyrie and Alicia the Fallen Angel, who have to be unloacked with a cheat, though it you save after doing the cheat, they stay unlocked permanently. They're both a lot stronger than all the other characters. Alicia can't be selected in Story Mode, though Iria can.
Doing said cheat also unlocks an extra mode, called "Full Attack", which allows players to change characters when they continue, and more importantly, removes the boring story narration between stages.
As for how the game actually plays, it's pretty good. Like the setting, the mechanics won't win any prizes for originality, but it's fun enough, and the stages, though cliched, do have a lot of atmosphere to them. You don't get any lives in the game, just single health bar, though continues are limited, so if you wanted, you could treat them as a stock of lives, without letting it weigh too heavily upon
your conscience.
You progress through stages in the traditional beat em up manner: walk along, stop to fight a group of enemies, carry on walking until you get to the next area. The stages themsleves are easy (other than the last stage), but the miserly distribution of healing items means you often won't have a lot of health left by the time you reach the bosses, and the bosses are significantly harder than the stages.
There's also a Duel Mode, which unfortunately isn't a reprise of the Duel Mode found in the first two Mega Drive Goolden Axe games, but rather a versus mode, in which up to four players (which means it's not really a duel then, surely?) pick either one of the main cast or one of the enemies and fight each other. I think it has all the enemies in the game, I didn't actually check. Sorry!
Like I've said throughout the review, there's definitely nothing original about Raging Blades, but it's fun and
it's atmospheric and it looks nice, so it wouldn't be a totally terrible idea to get it. Especially since it doesn't fetch particularly high prices online: my copy (like a lot of the non-import PS2 games I write about here) only cost me a penny plus postage from amazon. There are definitely better PS2 beat em ups you should get first, though. Like God Hand. You should definitely have God Hand.
This game is also known as Raging Bless
In it, you pick one of four generic fantasy characters (Gray the Knight, Bud the Warrior, Raybrandt the Wizard, and Tina the Monk), go to various generic fantasy locations, including the much loved RPG staple, the "ancient lost civilisation with guard robots and big glowing crystals" and fight lots of generic fantasy
monsters. There's also two secret characters, Iria the Valkyrie and Alicia the Fallen Angel, who have to be unloacked with a cheat, though it you save after doing the cheat, they stay unlocked permanently. They're both a lot stronger than all the other characters. Alicia can't be selected in Story Mode, though Iria can.
Doing said cheat also unlocks an extra mode, called "Full Attack", which allows players to change characters when they continue, and more importantly, removes the boring story narration between stages.
As for how the game actually plays, it's pretty good. Like the setting, the mechanics won't win any prizes for originality, but it's fun enough, and the stages, though cliched, do have a lot of atmosphere to them. You don't get any lives in the game, just single health bar, though continues are limited, so if you wanted, you could treat them as a stock of lives, without letting it weigh too heavily upon
your conscience.
You progress through stages in the traditional beat em up manner: walk along, stop to fight a group of enemies, carry on walking until you get to the next area. The stages themsleves are easy (other than the last stage), but the miserly distribution of healing items means you often won't have a lot of health left by the time you reach the bosses, and the bosses are significantly harder than the stages.
There's also a Duel Mode, which unfortunately isn't a reprise of the Duel Mode found in the first two Mega Drive Goolden Axe games, but rather a versus mode, in which up to four players (which means it's not really a duel then, surely?) pick either one of the main cast or one of the enemies and fight each other. I think it has all the enemies in the game, I didn't actually check. Sorry!
Like I've said throughout the review, there's definitely nothing original about Raging Blades, but it's fun and
it's atmospheric and it looks nice, so it wouldn't be a totally terrible idea to get it. Especially since it doesn't fetch particularly high prices online: my copy (like a lot of the non-import PS2 games I write about here) only cost me a penny plus postage from amazon. There are definitely better PS2 beat em ups you should get first, though. Like God Hand. You should definitely have God Hand.
This game is also known as Raging Bless
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~
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~
Thursday, 30 January 2014
Simple 2000 Series Vol. 104: The Robot Tsukuruuze ~Gekitou! Robot Fight~
Before playing this game, all i knew about it was the title, an from that, I assumed it would be a game about giant robots, or maybe some kind of Angelic Layer/Plawres Sanshiro-esque affair with toy robots fighting. The second guess was the closer of the two, though unlike the fighting toy robots seen in those shows, the robots in this game are much more realistic. Rather than being tiny mechanical superheroes, these robots are
blocky machines, awkwardly stumbling about just like bipedal robots do in real life. In fact, I'm pretty sure I've seen robots pretty similar to the ones in this game in real life, but searches for "bipedal robot sumo/fighting/etc." proved fruitless.
Anyway, the fighting portion of the game has your robot facing another in a sumo-style arena, victory coming from either depriving your opponent of their balance points and knocking them over, or by pushing them out of the ring. The first robot to win three rounds wins the fight.
Of course, the robot in-game belongs to and is controlled by the teenage members of an after-school club, and between the matches, you can instruct the four members of the club to either perform one of four actions (making new robot parts, programming new special moves into the robot,
repairing the robot's parts or changing the robot's parts), or they can spend the week studying to increase their proficiency in one of the four actions.
The makers of the game really got into the high school anime presentation style of the game, even going so far as having the game's intro be in the style of an anime intro, complete with vocal theme song and a fake time stamp in the corner of the screen. The developers' (HuneX) back catalogue (at least as far as their Simple Series entries go) is largely made up of visual novels and romance games, which shows in this game in the form of the unbelievably lengthy dialogue scenes that occur almost constantly between fights, delivered in the format of static pictures with text boxes beneath them. I don't feel like I'm missing much
through my inability to read them, and to be honest, my enjoyment of the game shot up immensely after discovering that you can skip entire scenes of dialogue in one go by pressing select.
In summary, this is a fun game with a nice, friendly atmosphere, even if you skip all the dialogue scenes. It' also very well made, with great production values that really hide the fact that it's a Simple 2000 game. I definitely recommend it.
blocky machines, awkwardly stumbling about just like bipedal robots do in real life. In fact, I'm pretty sure I've seen robots pretty similar to the ones in this game in real life, but searches for "bipedal robot sumo/fighting/etc." proved fruitless.
Anyway, the fighting portion of the game has your robot facing another in a sumo-style arena, victory coming from either depriving your opponent of their balance points and knocking them over, or by pushing them out of the ring. The first robot to win three rounds wins the fight.
Of course, the robot in-game belongs to and is controlled by the teenage members of an after-school club, and between the matches, you can instruct the four members of the club to either perform one of four actions (making new robot parts, programming new special moves into the robot,
repairing the robot's parts or changing the robot's parts), or they can spend the week studying to increase their proficiency in one of the four actions.
The makers of the game really got into the high school anime presentation style of the game, even going so far as having the game's intro be in the style of an anime intro, complete with vocal theme song and a fake time stamp in the corner of the screen. The developers' (HuneX) back catalogue (at least as far as their Simple Series entries go) is largely made up of visual novels and romance games, which shows in this game in the form of the unbelievably lengthy dialogue scenes that occur almost constantly between fights, delivered in the format of static pictures with text boxes beneath them. I don't feel like I'm missing much
through my inability to read them, and to be honest, my enjoyment of the game shot up immensely after discovering that you can skip entire scenes of dialogue in one go by pressing select.
In summary, this is a fun game with a nice, friendly atmosphere, even if you skip all the dialogue scenes. It' also very well made, with great production values that really hide the fact that it's a Simple 2000 game. I definitely recommend it.
Saturday, 9 November 2013
ChainDive (PS2)
Firstly, I'll apologise for the quality of the screenshots accompanying this post. PS2 screenshots never turn out perfectly, but the shots of this game are even worse than usual.
Anyway, ChainDive centres around a simple concept: your character has a lasso that can be used to swing
from the green dots littered around each stage. There are also enemies, who are defeated by first being frozen by your double-bladed weapon, and then smashed, by attaching the lasso to the frozen enemy and smashing into them.
The genius of the game is that it uses these small ingedients to make every stage different to the last. The first stage seems like a stage from any other mid-00s action game, with the added gimmick of the lasso: you travel from left to right defeating enemies on the way to the end of the stage. But the stages that follow are all totally different. A stage with no floor that has the player swinging from rooftop to rooftop, a stage with an incredibly high tower that must be climbed while fending off attacks, a stage exploring a cave to fin switches, and so on.
All these stages are a ton of fun to play, and the variety ensures that the game doesn't outstay its welcome. The big problem with the game in general though, is the difficulty level. Although the extreme difficulty does
result in a huge feeling of relief and satisfaction, it is still incredibly frustrating until the "trick" of each stage clicks in your head. And there are times when the game seems incredibly unfair, when you're desperately trying to find a dot to hook onto or when you fall into the abyss at the bottom of some stages with seemingly no way back up.
I still definitely recommend ChainDive to curious players, despite all that.
Anyway, ChainDive centres around a simple concept: your character has a lasso that can be used to swing
from the green dots littered around each stage. There are also enemies, who are defeated by first being frozen by your double-bladed weapon, and then smashed, by attaching the lasso to the frozen enemy and smashing into them.
The genius of the game is that it uses these small ingedients to make every stage different to the last. The first stage seems like a stage from any other mid-00s action game, with the added gimmick of the lasso: you travel from left to right defeating enemies on the way to the end of the stage. But the stages that follow are all totally different. A stage with no floor that has the player swinging from rooftop to rooftop, a stage with an incredibly high tower that must be climbed while fending off attacks, a stage exploring a cave to fin switches, and so on.
All these stages are a ton of fun to play, and the variety ensures that the game doesn't outstay its welcome. The big problem with the game in general though, is the difficulty level. Although the extreme difficulty does result in a huge feeling of relief and satisfaction, it is still incredibly frustrating until the "trick" of each stage clicks in your head. And there are times when the game seems incredibly unfair, when you're desperately trying to find a dot to hook onto or when you fall into the abyss at the bottom of some stages with seemingly no way back up.
I still definitely recommend ChainDive to curious players, despite all that.
Monday, 29 July 2013
Simple 2000 Series Vol. 114: The Jo'okappichi Torimonochou ~Oharuchan GOGOGO!~ (PS2)
This is another beat em up, and I know almost all the Ps2 games about which I write posts are beat em ups, but this time I did actually intend to write about a Japan-only train racing game entitled Tetsu-1: Densha de Battle!, but that game was way too frustrating for me to play long enough to write about. It seems like it
might be enjoyable if you can muster up the patience for it, though.
So, in this game, you play as a female ninja-for-hire, taking on missions for money. The missions all involve finding a villain in their hideout and capturing them. All the missions take place in the same map, a largish town that mixes elements from modern-day and old-timey Japan. The enemies are all ninjas, geishas and so-on, and this coupled with the darumas appearing everywhere and the power-ups including pieces of sushi and maneki-neko statues makes the game's setting seem like an over the top western stereotype of Japan.
Playing the game is pretty simple. You have regular attacks, a useless projectile attack and a lasso, that can be used to throw sunned enemies. The lasso is also required for beating the bosses at the end of each stage, as they need to be stunned and caught, rather than just beaten up.
There are three different types of mission, though in all of them the final objective is finding and capturing the boss. But in some missions, you just have to wander the town until you see a yellow E on the map, showing where the boss is hiding, in others, you have to collect a certain number of round bottle-type objects that are just lying around the stage before the boss's location is revealed and in others, a few keys will have to be found that will be dropped by defeated enemies at random. The key stages are actually really quick and easy, since the enemies keep respawning, so you can stay where you are and keep beating them until you've got all the keys. Later in the
game, there's also a stage where all the enemies are sword-weilding darumas that kill you in two hits.
This is a pretty good entry into the Simple Series. It doesn't have the terrible grinding that some of them are ruined by, and it's not hard or too easy (except for that damn daruma stage, which I think might be optional).
might be enjoyable if you can muster up the patience for it, though.
So, in this game, you play as a female ninja-for-hire, taking on missions for money. The missions all involve finding a villain in their hideout and capturing them. All the missions take place in the same map, a largish town that mixes elements from modern-day and old-timey Japan. The enemies are all ninjas, geishas and so-on, and this coupled with the darumas appearing everywhere and the power-ups including pieces of sushi and maneki-neko statues makes the game's setting seem like an over the top western stereotype of Japan.
Playing the game is pretty simple. You have regular attacks, a useless projectile attack and a lasso, that can be used to throw sunned enemies. The lasso is also required for beating the bosses at the end of each stage, as they need to be stunned and caught, rather than just beaten up.
There are three different types of mission, though in all of them the final objective is finding and capturing the boss. But in some missions, you just have to wander the town until you see a yellow E on the map, showing where the boss is hiding, in others, you have to collect a certain number of round bottle-type objects that are just lying around the stage before the boss's location is revealed and in others, a few keys will have to be found that will be dropped by defeated enemies at random. The key stages are actually really quick and easy, since the enemies keep respawning, so you can stay where you are and keep beating them until you've got all the keys. Later in the game, there's also a stage where all the enemies are sword-weilding darumas that kill you in two hits.
This is a pretty good entry into the Simple Series. It doesn't have the terrible grinding that some of them are ruined by, and it's not hard or too easy (except for that damn daruma stage, which I think might be optional).
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