Showing posts with label rpg. Show all posts
Showing posts with label rpg. Show all posts

Thursday, 16 January 2014

Zombie Hunter (MSX)

This post is going to be shorter than I'd originally planned, as I couldn't stand to play the game any more to learn more about it. This wasn't always the situation,  though. There were acually three stagfes in my appreciation of this game: at first glance, it seemed low, oring and unfairly hard. Later, I gave the game a second chance and it seemed like there might have been a fun game hiding under the rough exterior. Finally, I realised that the game was centred entirely around grinding, for both items and experience.
Zombie Hunter isn't anything to do with the Oneechanbara series (a few entries of which were released in Europe under the "Zombie Hunters" title), it's a side-scrolling action RPG with a generic fantasy setting. In each stage (there are apparently six stages, though I never got past the first boss), the player moves from left to right, fighting a group of enemies every screen or so. On the controller, you have a button for jumping and a button of attacking, while to equip and use items and check up on your stats, presing Ctrl on the keyboard opens the menu. Out of combat, everything is very slow and jerky, I assume this is down to the MSX having trouble doing the scrolling, as the scrolling stops for battles, and they run a lot smoother. Although you fight the same monsters in the same locations each time, you can walk back and forth to repeat battles (which you will need to do. A lot.)  At the end of each stage, there's a boss hiding behind a big door, that must be unlocked with a key.
Like I said before, Zombie Hunter gives the player a lot of grinding to do. Only about halfway through the first stage, there's an encounter with a group of flying squid-like creatures that are nigh-impossible to defeat without rginding another level on top of the one you hould have gained along the way. All items in the game
are acquired through random drops from enemie, including equipment, healing item and the aforementioned boss key. The item grind wouldn't be o bad were it not for the fact that the enemies will drop gold rather than items a lot of the time, and, in the first stage at least, there are no shops. So to make any kind of progress, the player has to walk up and down the stage fighting the exact same battles over and over in the hopes that they'll get strong enough to be able to progress a little further. And the enemies give less experience every time you level up, too.
Don't bother playing this game. Like I said earlier, it's a slow, repetitive slog.

Friday, 27 December 2013

Maze Heroes: Meikyuu Densetsu (Playstation)

Finally, I can post here again! The computer on which I play games and emulators was broken, and now it's fixed! (By removing and re-inserting the RAM.)
So anyway, Maze Heroes is a board game-style pseudo-RPG thing. The player moves around a multi-route path of tiles until they get to the tile with the boss on. Beat the boss and go on to the next stage. Other than the Boss tile, there are five types of tile making up the mazes: blank tiles do nothing, tiles with a bat on take
you into a battle with a regular enemy, blue tiles with a star on will either give an item or heal the player, and skull tiles will either poison or hurt you. The last kind, the question mark tiles will randomly give one of the effects of the other four tiles when you land on it. 
Obviously, you'd never bother stepping on skull tiles if you had a choice about it, so the number of tiles the player moves each turn will be a number between one and five, selected randomly. The random number generator is also seen in battle, deciding how much damage you and the monsters inflict upon each other each turn, though unlike movement, the numbers for damage rolls depend on various stats. Defeating enemies sometimes grants items, so fighting is always preferable to standing on a trap, which will only hurt the player with no reward.
The player can improve their stats either by strength/intelligence increasing items that can be won in battle, or by finding new equipment on the star tiles. Spells (which are mostly offensive) and healing items can be found either way. This leads to the biggest problem the game has: the only way to have a chance against the boss of each stage is to go around the board, hoping to get the items and spells you need to strengthen yourself to
fight it, then going and making an attempt at doing so. Luckily, getting killed just means going back to the start of the current stage, keeping your stat increases and new equipment, but even this small blessing only serves to make the game even more of a mindless, random slog.
On the plus side, the game does look very nice, with the artwork for the random enemies being especially nice, and the mindless nature of the game does make it a painless way to pass half an hour or so. Still, I can't really recommend Maze Heroes or anything.

Sunday, 27 October 2013

Seventh Cross Evolution (Dreamcast)

Seventh Cross was one of the first games released for the Dreamcast, and it definitely shows. When i first played it, the simple landscapes and repeating textures reminded me of creations made in the Dreamcast's Japan-only adventure game creator "DreamStudio". The creatures in the game look a little nicer. You see animations repeated for similar-shaped enemies in different areas, but they do all have a nice low-poly charm
to them.
The game is an action RPG, in which you play as a lifeform who kills and eats other creatures to gain nutrients and experience points which allow it to become stronger and grow new body parts. Mechanically, it has a lot of similarites with the SNES and PC98 game EVO: The Search for Eden/46 Okunen Monogatari, though the atmosphere is totally different. While EVO had a fairly cute, cartoony atmosphere, Seventh Cross is much more sombre, with quiet music, and more realistic-looking enemies. Also like EVO, each stage is an era in time, millions of years after the last, and to complete an era, you must find, kill and eat the alpha predator of the time.
The problem is, it's not very good. The combat, which is the main meat of the game, is almost entirely about how high your stats are rather than skill. As a result, there is a lot of grinding, for the nutrients needed to grow stronger body parts, as well as the Evolution Points needed to use the evolution grid.
The evolution grid is a pretty original concept: it's a 10x10 grid, upon which you draw in six colours. Each colour corresponds to one of your stats (you choose which colour goes to which stat at the start of the game), and drawing in a colour raises its associated stat. Drawing also makes available more body parts for
you to grow. Once you discover the secret (that minimalist designs tend to yield higher stat boosts and better parts), you'll get stronger faster, but towards the start of the game developing weaker parts is necessary, since the higher level parts need a lot of nutrients to grow, and some kinds of nutrients don't even appear until later stages.
On the other hand, developing high-level parts early in the game is fun, since it means you see strange creature names in there such as "Laser Horse" and "Electric Mollusk", which you won't get to see until much later on.
Despite my saying earlier that the game isn't very good, you might have guessed from how much detail I'm going into that I've played it a lot. And I have! I guess this is all down to the atmosphere: Seventh Cross is definitely what some circles would describe as a lonely game, with it's sparsely populated environments, complete lack of dialogue and minimalist plot. In fact, that there even is a plot isn't even made obvious until
you start the second era, and see a giant golden angel killing the local fauna with lasers. I'm about two-thirds of the way through the game so far and not a single word of dialogue has been spoken, nor has there been a single clue as to the identity or purpose of the time-travelling genocidal being.
In conclusion, Seventh Cross Evolution is a boring, ugly, repetitive game that I totally love and can play for hours at a time.

Saturday, 21 July 2012

Brave Prove (Playstation)

One thing I've noticed about the Playstation's library over time is that there's quite a few games (often by smaller developers) that seem to be heavily inspired by games that were, at the time, exclusive to SEGA consoles. The most well-known examples being Gunner's Heaven/Rapid Reload and Panzer Bandit, which pay "homage" to Gunstar Heroes and Guardian Heroes, respectively. Gamera 2000 and to a lesser extent Omega Boost are very similar to the Panzer Dragoon games, and there are a whole bunch of Virtual On imitators (including Reverthion). Brave Prove is another one of those games, with the inspiration in this case being the Story of Thor games (called Beyond Oasis in America, for some reason).
Not that being an imitator is a bad thing, Gunner's Heaven and Panzer Bandit are both great games! Brave Prove is, too.
Most of the game is spent fighting enemies and exploring dungeons (or exploring the countryside between towns). Like in the Thor games, you fight with a short sword, and have a few special moves that are done with combinations of the d-pad and attack button. Also like Thor, you gradually meet and recruit various elemental spirits who allow you to use magic. There's even a type of enemy that's almost exactly like an enemy you fight in the Thor games.
I've enjoyed playing this game a lot, and it's often hard to get me to like RPGs. Where Brave Prove succeeds is that there's very little in the way of dialogue and cut scenes. Of the five hours I've played so far, I estimate that less than 10 minutes has been spent skipping through boring text boxes. The lack of text also makes the game accessible, despite being untranslated. Although there is one guide for the game on GameFAQs (amazingly, written all the way back in 1998, only a month after the game's release!), I've only had to consult it once or twice, and those times were just when I'd gotten lost. You aren't missing anything from being unable to read the text (except the plot, but that's almost definitely boring cliched tripe anyway).
There's not really much else to say, really. It's an action RPG. It looks and sounds really nice. It's fun to play. It's very similar to the Story of Thor games. There's practically no language barrier. The End!

Friday, 15 June 2012

Fatal Fantasy VII in English! (And Portuguese!)

I'm sure you remember the previous two times I posted about the strange Net Yaroze oddity that is Fatal Fantasy VII. Well a helpful guy named E. Shiroma has kindly translated the text in the video into both English and Portuguese!



He also added these comments:

* * *

In the first screen of the video there are some words that I didn't mention in the captions.
● "Terra Incognita" is the first game that appears on the list;
● Below the words "Fatal Fantasy VII Playable demo" (フェイタルファンタジーⅦ体験版 Feitaru Fantajī VII Taikenban) there are the following sentences: "You can play only a little!" (少しだけ遊べちゃう! Sukoshi dake asobechau!) and "Final Fantasy VII Original Soundtrack - Please insert Disc 1" (フェイタルファンタジーⅦ オリジナル・サウンド・トラック Disc1を入れて下さいFainaru Fantajī VII Originaru saundo torakku - Disc 1 o irete kudasai).

Besides the images are clearly related to Final Fantasy VII, some passages of the text also refers to the game. The "Nude Company" (全裸カンパニー Zenra Kanpanī) makes mention of the "Shinra Company" (神羅カンパニー Shinra Kanpanī).

I translated the compound word makōshū (魔公衆) as "public devil", but I think it could have been better (I'll end up changing the translation later…). Ma (魔) means several things: "devil", "evil spirit", "danger", "temptation", "disaster", etc. As I don't know exactly what the word means in this case, I used the most common meaning. Kōshū (公衆) means "public". Makōshū is a pun on the words Makōro (魔晄炉), which was translated into Final Fantasy VII as "mako reactor", and kōshū benjo (公衆便所), that means "public toilet". As you may have noticed, "mako" is composed of the kanji ma (魔) and (晄). means light, shine.

Saturday, 28 April 2012

Silk Road 2 (X68000)

It's an action RPG! I actually meant to write about this game ages and ages ago, but never got round to it, then I got stuck and didn't play it again for about a year. But I recently decided to pick it back up, started a new file, and now I'm further than I was before. I'll probably have completed it in the near future!
Anyway, you play as a young elf-girl-thing with a tail, and you explore some nice SNES-looking countryside. There's a map screen, that shows the world split into a grid of squares, each representing one screen. Four of the squares have numbers in them, which represent bosses. When you defeat a boss, you get an item which gives you a new ability: winged bots that allow you to jump, flippers that let you swim, etc. I don't yet know what happens when you beat all four bosses, unfortunately.
The game plays pretty well, and the controlsare well designed, using only the directions and two buttons. The first button uses your weapon, some kind of blowgun that shoots bubbles, and when held down, allows you to select an item, via a Secrret of Mana-Esque ring menu. The second button uses the currently selected item.
After a boss, you'll usually end up meeting a crazy-eyed witch who sells you stuff. Here is my advice: always buy the red and blue ribbons, they're 200 gold each, and they increase your attack (red) and defence (blue).
The game is all in Japanese, though you might be able to get through without understanding. There were a couple of points where I had to ask for help from JP-literate friends, but after they'd told me what the text said, I felt a little stupid, as the solution was always something obvious. So, if you're maybe not as dumb as me, you might be able to get through the game without being able to read the text. There's not much of it, anyway.
Silk Road 2 is a really fun game, and it's definitely worth playing. There's also a PC port of the game, with nicer graphics, and even a babelfish-esque translation patch. I haven't played that version, because reports suggest it's somewhat bug-ridden, and I found this version first and was too stubborn to change.

Wednesday, 28 December 2011

Gotzendiener (PC Engine)

This is an action-RPG, made by Gainax. Or at least, they were involved in it's development in some way. It's odd that Gainax's most famous series tend to be about mecha (Gunbuster, Gurren Lagann, Evangelion, etc.), but their games usually have fantasy settings with no mecha at all (Alisia Dragoon, the Princess Maker series, etc.). This game is no exception to that rule.
The scneario is pretty cool: You play as a maiden who's been captured by an evil demon, and as usual, a brave hero came to rescue you, and though he did successfully kill the demon, he was mortally wounded during the fight and quickly followed the monster into death. So you take the hero's sword and set off to find your own way out of the castle.
You go around the isometric stages, solving puzzles and occasionally fighting monsters (I guess the hero must have killed most of them on his way up?). You don't have to worry about understanding Japanese for this game, as other than a couple of animated cutscenes, there's no text or dialogue, and there's nothing in the cutscenes that you need to know to progress. There were a couple of points where I got stuck in the game, though luckily there's a really excellent FAQ on GameFAQs, that not only contains a full walkthrough for the game, it also translates the plot and provides details of the tie-in merchandise that was released for it!
The game looks good, with nice animation and sprites that are detailed despite also being tiny and low-res. The music is good too, having a slightly arabian flavour to it (some people online have compared the game as a whole to Prince of Persia, and there is definitely a similar feel to it in looks, sound and atmosphere, I'm not really familiar enough with PoP to say whether the similarities extend to the game itself. (I'm mostly unfamiliar with it because I tend to die as soon as the first enemy appears.))
The only real problem with the game is that it is incredibly short and, other than the parts where I got stuck also very very easy. I completed it in less than two hours, and as I've mentioned plenty of times before, I'm terrible at games. It's definitely worth playing if you can find it cheap/free, but copies online seem to go for about £30, which does seem a bit much.

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.