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

Saturday, 27 April 2019

The Hunter (Playstation)

The Hunter, also known as Battle Hunter and Battle Sugoroku: Hunter, is a strange one. It's yet another one of those late-life, low-budget Playstation titles, though it's also one of the few that actually got a worldwide release. As a result, there's actually a bunch of reviews for it on GameFAQs from around that time, and what's interesting about those reviews is that they all either loved or hated the game, with nothing in the middle. In fact, I first played it a few years ago and didn't think much of it, but picking it back up again recently, I've had a fair bit of fun with it.

You start the game by making a character, picking your sprite and colour scheme from a total of 64 combinations, and assigning your initial stats to HP, speed, attack and defense. Then you get a job from the broker and go into the dungeon. The dungeons are randomly generated, and the jobs are usually just finding a specific item and getting to the exit. There'll also be three CPU-controlled players trying to do the same. The biggest problem with this game is that pretty much everything is random, and your success relies a lot on luck. Movement speed and combat are determined by a combination of dice rolls and playing cards from your hand (you start with five cards, and you draw one every turn, and all players draw cards from a common deck. The cards do things like add to specific rolls for movement, attack, and defence, or lay traps on the space you're moving off of). The placement of item boxes is also random, and you don't know what's in a box until you go and get it.

For most missions, though, it doesn't matter if you win or lose: all it affects is how much money you get as a reward, and all money seems to do is let you level up, or restore your max HP (which is halved if you ever get reduced to zero in battle). Still, this is a game that should be both boring and frustrating in equal measure, but I think it manages to get pretty far on charm alone. Even though there's only eight character sprites with eight possible colour palettes, there's still a lot of personality in their animations, and they really add a lot, considering the dungeon itself is represented by nothing more than an isometric grid of grey squares.

There's actually a lot of personality in this simple little game generally. It's all in the little things. Like how there's a hundred items in the game, and most of them don't do anything besides letting you sell them, but the fact that they all have names just adds a little flavour to the world. Like all the books you find seem to be university-level textbooks on specific subjects, and so on. It's also pretty addictive, as games with a lot of random generation often are. I think a big problem is that it was released on a home console. On a handheld, where you could more quickly dip in and out of it, or idly play while watching TV, I think it'd have a lot more value.


Luckily, we don't live in 2001, it's 2019, and there's a bunch of mobile phones and chinese handhelds that can emulate the Playstation, plus the game has a release on PSN, so you can even legally download it to your Vita. I haven't tried any of these solutions yet, but the next time I get some US PSN credit, I will be. Because of the love-or-hate reactions this game gets, though, I can only really recommend paying money for it if you've tried it a couple of times via emulation first, just to see if it clicks with you. But for the record, I do think it's a fun and charming game.

Wednesday, 17 October 2018

Ore ga Omae wo Mamoru (DS)

This game's title translates to "I Will Protect You", and it was part of a short-lived initiative to try and lure female visual novel fans towards "proper" games. The only other game I know of that was a part of the initiative was a reskinned version of the RPG Dungeon Maker. The luring in this case was entirely thematic, having a white-haired bishonen as a protagonist, various other bishonen in the town, and a female NPC for them all to fawn over. The game itself, though, definitely doesn't feel like it was made with players new to action games in mind.

Ore ga Omae wo Mamoru is a platform RPG, or a metrovania, if you like, and it starts out being brutally difficult: even the weakest enemies will take a ton of punishment, while you'll go down in just a few hits. Despite the fact that it doesn't have experience points and levelling, there's still an inverse difficulty curve in effect, since as time goes on, you get access to better weapons and armour, and healing items become easier to get ahold of, and things quickly get a lot easier after the first hour. Still, that's pretty much a part of the genre, and all the RPG-style Castlevaniae have this problem, and I love them, so I can't really hold it against OgOwM. Though when I say it gets easier, I'm referring entirely to combat and survival.

The big problem I have with this game is the language barrier, so if you can fluently read Japanese, you can stop here: this game's pretty good, if you've played all 3 DS Castlevaniae to death and want something similar, this is the game to go for. For everyone else, though: after killing the irst boss, I got totally stuck. All I could find were locked doors and walls that looked destructible, but I had no Idea how to open them. I also found a few chests with key items in them, though those items didn't seem to open any of the doors I could find.

It really is a shame, too. I remember there being a bit of buzz around this game when it came out in Japan, a lot of people being intrigued by the idea of an action RPG designed by and for women, but it seems that interest fizzled out almost instantly. GameFAQs has the long-abandoned beginnings of a walkthrough and a map with very little annotation, and there's also a forum thread somewhere on the internet from 2010 announcing a translation patch that never materialised. Hopefully someday, interest in this game will be revitalised, and someone will write, if not a translation patch, at least a proper walkthrough, so everyone can play it. Until that happens though, you're going to have a tough time getting through if you're not Japanese-literate.

Here's an addendum to what's written above: a few days after writing this review, I had to play the game a bit more to take screenshots, and during this session, I somehow triggered a long series of cutscenes. After they'd finished, not only was my max HP increased, but I also now had the ability to break those aforementioned destructible-looking walls. So I am able to progess a bit further in the game, but since I have no idea what made this happen, I still stand by my earlier opinion that the language barrier is fairly strong for those who can't read Japanese.

Sunday, 1 April 2018

Soleil (Mega Drive)

A lot of the reviews of Soleil (also known as Ragnacenty or Crusader of Centy) compared it to A Link to the Past. At first glance, this seems pretty apt: they're both top-down action RPGs, they both star young boys with swords, they both have you cutting grass to find coins. The thing is, it's only at first glance that comparision holds up. If you really need to compare Soleil to a SNES game, the one to go for would be Earthbound (or Mother 2). (It should be noted, however, that Earthbound wasn't yet out when Soliel was released. But that doesn't make the Zelda comparision any less lazy.)

Though they don't have a lot in common mechanically, or even aesthetically, with Earthbound being a Dragon Quest-style turn-based RPG set in a strange version of mid-twentieth century America, and Soleil being an action RPG set in a pastel-hued fantasy realm, they're both games that have narrative ambitions well beyond what was expected of console games at the time of their release, and conversely, well beyond their peers.

There's plenty of people who have written about Earthbound's setting and writing and so on, and I'm not a particularly big fan of it, so I'm not going to reitierate much about it, but basically, the people who do love tend to take from it not only a strong sense of nostalgia, but a real emotional resonance, and it's often said that the game does a good job of replicated the world in which a child lives. Clearly, its ambitions were loftier than most RPGs that existed at that point, which were almost all sci-fi or fantasy stories (that's not to say that there weren't good stories among them, just that they weren't literarily ambitious).

Soleil, though starts with a typical fantasy setting in which boys from the village long to become heroic monster killers when they grow up ,and so on, it quickly subverts it in a number of ways. The first subversion is seen when the village boys go to see off an older boy, Amon, as he leaves the village to go and kill monsters and be a hero. You encounter Amon once or twice later in the game, too, and there's the implication that in a more traditional RPG story, he would be the player character with the lofty destiny.

Instead of the normal heroic quest, Soleil's protagonist is embroiled in a number of bizarre events, during which they gain the power to speak to animals, temporarily get turned into a monster, and ever go to heaven while still alive. Possibly the most important of these, and definitely the most interesting is the section of the game where you're turned into a monster. At the risk of spoiling an important part of the game's story, you basically find out that monsters largely live in mortal terror of human heroes, and just want to be left alone, and that the monsters you kill do have families that mourn their passing. It's something that could have been just a throwaway joke in the vein of the henchman's family scene in one of the Austin Powers movies, but it's played totally straight, and though you do go back to kiling monsters when you retain your human form, you are given a new purpose in life: to find out why humans and monsters fight, and to strive towards ending that conflict.

So, that's Soleil. I can't say if the writers of 1994 were genuinely lazy or stupid in their easy comparisions, or if the climate of the time simply made the idea of thematic criticism of a videogame totally unthinkable to them, but either way, they were wrong. Soleil is a game that's worth playing on its own merits, and should hold a place in history alongside the Mother games as an early attempt to subvert and experiment with what's possible in a videogame's narrative.

Wednesday, 22 November 2017

Airship Q (PS Vita)

The first I heard of this game was that it was an import-only PS Vita game that had received an official translation, and instantly went and bought a copy, just because we really should reward the publishers who do good things like this, just as much as we should shun those who engage in unethical business practices like encouraging real money gambling and so on. (How topical! I feel lucky that none of the games embroiled in all this loot box controversy are even slightly appealing to me in the first place, though). Luckily, this all paid off, and Airship Q turned out to be a pretty good game!

As you look at the screenshots, I'm sure you'll be reminded heavily of Terraria, and there's no denying that that game must have been a big influence on this one. It's by no means a clone, though, as while Terraria might have an end goal, it's also a non-linear game that takes place in a large, procedurally generated open world, with a heavy emphasis on building bases and so on, Airship Q is a much more linear action RPG ala Zelda, that happens to take place in a world of mostly-destructible blocks, and in which you gather resources to make your tools and weapons.

In it, you play as a girl living in a world of floating islands who built a flying ship with her brother, only for her brother to be kidnapped by a witch, who also turned the two siblings into cats. Your aim (at the start of your adventure, at least) is to rescue your brother, beat up the witch and regain your human forms. In the course of this, you'll seek out statues that let you build more and more pieces of equipment, from stronger mining equipment to pieces of machinery that improve your airship. You'll also eventually find out some secrets behind the world when your true quest is revealed (though since this is a pretty recent game that's still available to buy brand new, I won't spoil things any further). There's even the possiblity of a cheeky bit of sequence-breaking, if you're smart!

It's a lot of fun to play. Dungeons largely involve digging around and building staircases to climb, while simultaneously fighting off hoards of monsters and seeking out the statues hidden within. Exploration has a totally different feel, as you fly around on your ship seeking out islands and dungeons, as well as occasionally fending off attacks from flying monsters,and even huge dragons and enemy ships (dragons are usually guarding some important treasure nearby, while enemy ships are usually great sources for resources like big cannons to steal and attach to your ship, and coal to power your machines). There's also cool little touches like how structures need to be built in certain ways, since unlike Minecraft, everything will collapse in short time if it's not built in a sufficiently sturdy manner (though that's fine if you're just building a temporary bridge or whatever).

Again, I don't want to spoil all the cool little moments and touches that this game holds, so I'll end this review here with a strong recommendation. Airship Q is a great game, and you can pick up a brand new physical copy for really cheap, too!

Sunday, 22 October 2017

Paneltia Story: Kerun no Daibouken (Saturn)

The "rebuild the world" RPG is a grand old tradition, dating back to at least the early nineties with games like Terranigma (if there are any such games pre-16 bit, I don't know about them), and still lingers today with the likes of Dragon Quest Builders and maybe even Fallout 4 could be considered an entry, with its focus on taking an active hand in rebuilding civilisation. Paneltia Story is one of the rare examples of a 32-bit example (again, I can't think of any others, so if you can, please tell me!), though I'm not sure if you're rebuilding a world, or building a new one in your dreams, since I can't read any of the plot.

Anyway, it doesn't look particularly impressive, and doesn't really contain anything that couldn't have been done on the Mega Drive or SNES, as the RPG part of the game is very very old-fashioned, not only aesthetically, but also mechanically. You've got a top-down view, Dragon-Quest-style first person battles with static monster sprites and so on, and lots and lots of reused graphics. The battles are really unexciting affairs, too: in the oldest-school style, you and they monsters simply take turns hitting each other until one side runs out of HP. It's unfair to completely judge Paneltia Story as a pure RPG though, as a lot of the game revolves around the whole building gimmick.

Building works like this: each stage starts as a big empty void with a town floating in it, though as you start, the town is just an inn and a small shop. You start off with a few panels that you can place in the void, and they can have mountains, forests, rocks or water on them, or they can just be an empty plain. After you've placed a few, you can go and explore them, fighting monsters to gain experience and more panels. When you place a panel on certain (invisible) spaces, a fairy will appear and give you a town panel, which can only be placed on top of your starting town, to which they add more people and buildings. In the map-building menu, you can also look at instructions for making dungeons appear on the map, like say, place a forest panel and surround it with mountain panels, for example. Then the entrance to a dungeon will appear in the forest panels. Go to the dungeon, beat the boss, and then go to the next stage to start all over again, but with new monsters that have higher stats.

Well, I say that, but the second stage has a slightly different structure (though graphically, it and its starting town use the exact same tilesets as the first stage, which is a disappointment). For a start, the dungeon is already on the map, and you don't have any special instructions in the map menu. So you go to the boss, and there's a bit of dialogue beefore you're kicked out of the dungeon. You do now have some instructions though, and using them makes a little cave with a treasure chest in it appear. This is unfortunately, as far as I managed to get, though. I went back to the boss, and the same thing happened as before, but without any new instructions this time, and I have no idea how to proceed further.

Paneltia Story is still a somewhat interesting game, though. Playing it might be overly simple to the point of tedium, but it does have some interesting ideas, and I did have the hope of seeing if there were more of them as the game goes on. I also hope that there's more tilesets and different kinds of panel later in the game, too. I did try and find a walkthrough or a longplay video, and try and figure out what I was doing wrong, but there's nothing as far as I can see, on GameFAQs, Youtube or even Niconico. If you're Japanese-literate, and have the patience for not-particularly-exciting RPG mechanics, then you might find something interesting in Paneltia, and if you do, please satisfy my curiosity and tell me all about it!

Monday, 8 August 2016

Brave Battle Saga: Legend of the Magic Warrior (Mega Drive)

Brave Battle Saga: Legend of the Magic Warrior (also known as Barver Battle Saga: Tai Kong Zhan Shi and Final Fantasy) is an unlicensed RPG, released originally in Chinese, translated into Russian (and re-titled Final Fantasy) by pirates and later fan-translated into English. Though accounts of the Russian translation say it's terrible to the point of possibly being machine translated, their renaming of it is actually pretty apt: there's a lot in this game that would make the casual observer think they were looking at an actual lost game in Squaresoft's series.

Before you even get to the title screen, the intro tells us that there was an ancient schism between opposing factions in favour of technology and magic, and that the world is kept in balance by four temples, each in different kingdoms, and each representing one of the four classical elements. So pretty much the scenario seen in the first five Final Fantasies. Then, when you actually start playing the game, you'll see that the battle system is (as far as I can tell) identical to Square's Active Time Battle system, and when you start getting magic, the spells can be equipped to whichever character you like, and you can buy multiples of each spell to give to each character on your party if you like, kind of like a simpler version of Final Fantasy VII's materia system (though to Brave Battle Saga's credit, it does predate that game by a year). On the plus side, it's definitely one of the better-looking RPGs on the Mega Drive, probably down to trying to copy the kind of highly-detailed spritework seen in Square's SNES RPGs.

Upon the unoriginal foundation laid by the intro, the game's  plot doesn't really get any more interesting: there's runaway princesses, demons kidnapping people and trying to wreck the elemental temples, and all the other incredibly cliched RPG stuff. Chinese RPGs on PC have a reputation for being great, romantic epic adventures, but unfortunately, in this case, the developers seem to have been content to ape typical Japanese RPG tropes.

Unfortunately, thogh it's a clear copy of Square's games on a superficial level, it doen't have anywhere near the same kind of quality in scenario writing and game design, being as it is one of the most linear RPGs I've ever played. You're totally unable to to do anything or go anywhere except straight forward to the next plot destination, which makes it even more frustrating that sometimes you're arbitrarily blocked from advancing until you've spoken to the right people in the right order. You might notice from the screenshots that I didn't play particularly far into this game, not even far enough to obtain my fourth party member, but I did play for over four hours, which I think is enough to get a good enough grasp on whether or not the game is worth playing. And even if it's not, a game that expects you to play for hours and hours before suddenly getting interesting is a game that's just not worth your time at all.

In summary, Brave Battle Saga is an unusually high-quality production for an unlicensed game, but at the same time, it's not very interesting to play, it's way too linear for an RPG of this style, and there isn't a single original thing about it, aesthetically, narratively or mechanically.

Friday, 1 April 2016

Tomba! (Playstation)

It's April Fools day again (Or the 30th of March if you're a patreon subscriber)! I liked doing the Soul Calibur V post last year, so I'm making a tradition of these annual non-obscure game posts!
 
If it was released today, Tomba (or Tombi in Europe) would be called a metrovania (or metroidvania for people who like words with awkward stops in the middle of them). It's a platform game with RPG elements and a big explorable world in place of seperate linear stages. Obviously, the genre existed before either Metroid or Castlevania: Symphony of the Night existed, but those were the two that made it popular, blah blah et cetera.  
 
Though it wasn't anywhere near as popular as either of those two games, Tomba was fairly popular in its day, and it's remembered fondly by everyone who played it. If it was more popular, or if design traits were more of a factor in coming up with these names, Tomba would have part of its name in that awkward portmanteau alongside the works of Nintendo and Konami. The reason I say this is because the three games represent three different styles of RPG being turned sideways and played all platform-like.  
Metroid represents a simple, Zelda-esque style of RPG, with the player character getting stronger and opening new areas being based on the finding of certain items, and in which each item has a specific intended use. Symphony of the Night represents a more typical Japanese RPG, with lots of stats and experience points and all kinds of different weapons and armour and other equipment. So what does Tomba represent? Western-style RPGs, series like The Elder Scrolls and Fallout. 
 
This might sound ridiculous, but it's true! The crux of this lies in Tomba's mission system. Like in a large, open-world western RPG, Tomba picks up missions and side-missions and so on as he wanders the world looking for the Koma Pigs and hid Grandfather's bracelet. Also like those games, new missions can be triggered in a variety of different ways: talking to characters, finding items, entering new areas, and so on. 
 
Also like those games, some missions will be over almost as soon as they begin (or, in some cases, a particularly thorough player can finish a mission before they've triggered the start of it), and some missions can be started near the start of the game and not come fully into fruition much later in the game. 
 
So yeah, that's an aspect of this game that I've never seen anyone else acknowledge, and I think it's a shame that it's one that hasn't really found a place in the greater DNA of the metrovania species.

Saturday, 20 February 2016

Courageous Perseus (PC-88)


So, this game's older than me, and is a very early action RPG. Being developed and released so close to the dawn of its genre doesn't hold it back, though: it takes place in a relatively large open map, and the only restriction on your exploration is your ability to fight the enemies in a particular area.

Unfortunately, that's a bigger restriction than it sounds. The fact it, in Courageous Perseus, if your attack stat isn't high enough, you won't even scratch an enemy that's out of your league, but your stats increase very slightly for each enemy you kill. So, while it initially seems like the game is an open-world action RPG, it's more of a highly treacherous scavenger hunt, where trying to pick up the clues in the wrong order risks life and limb. You can't hang around an area full of weaklings to grind, either, as slain monsters don't respawn. It kind of reminds me of the DSiWare game Crystal Adventure, which is one long puzzle, in which the player has to discern the order in which every monster and item in the game should be collected or beaten.

Since the game provides nothing but an opportunity to conduct your own long-winded experiments in trial and error, it's mostly a frustrating waste of time. Even if you have a list of the enemies in order of ascending strength, there's still plenty of frustration to be had. The main source being the fact that the enemies just move around the screens completely at random, and it's very easy to get stuck between a bunch of enemies too strong for you to fight, leaving you helpless to do nothing but wait to die or hope that they get out of your way before that happens.

There are good points to Courageous Perseus, though. There's the aforementioned free-roaming aspect, which is years ahead of its time. There's also the graphics. While the island itself is just a bunch of yellow, brown and green blobs, with bright blue water, the monster sprites look great. Though they're tiny and only have a couple of colours to each of them, they're all different to each other, and it's clear what they're all supposed to be.

Courageous Perseus is a game that's impressive and very ambitious, but unfortunately, it's not very fun to play. It's worth playing if you have a curiosity about videogame RPGs from a time before the genre was truly codified by the likes of Wizardry, Black Onyx and Dragon Warrior (although Wizardry, at least, does predate it).

If you do decide to play it, here's the first few enemies in the order at which they can be beaten: turquoise soldier, white horse, satyr, centaur. That's as far as I got, so you'll have to work the rest out on your own.

Thursday, 4 February 2016

King Colossus (Mega Drive)

It's often an annoying cliche to compare 16-bit action RPGs to A Link to the Past, especially when lazy critics accuse the likes of Story of Thor and Soliel of being "Zelda-clones", when the only similarities are at the most superficial level. But in this case, there's a good point to be made, though it's done by contrasting this one with Nintendo's classic. The thing is, they're good  examples of the differences in the design philosophies typical to their host consoles.

First off, there's the tone and aesthetic of each game: if ALttP can be likened to a fun, colourful adventure anime that gets dubbed on the cheap and aired at 6am, then King Colossus is more like a grim late 80s fantasy OAV that gets dubbed with extra swear words and released on tape by Manga Video. That is, while Zelda does have some dark elements, it's mainly bright and colourful, with the tone being skewed towards fun and adventure. In contrast, King Colossus has your orphaned hero being sold into slavery by the old man that raised him, being forced to fight to the death in an arena as part of a ritual honouring an evil god. (And that's just the start of your hardships).

The contrasts carry over into each game's structure, too: unlike ALttP, KC has no currency to accumulate, nor does it have a large open world to explore. It's a lot more linear and arcadey in its execution. Pretty much the entire game is spent in dungeons fighting monsters (or in the colosseum fighting your fellow captives), with only short expository interludes between them. There's still a little exploration to be done within the dungeons, but the meat of the game is combat. It's fortunat, then, that the combat is pretty good. There's an array of different weapons to find, and not only do the get stronger as you go through the game, but they also attack in different ways. There's swords, axes and spears that attack in front of the player at different lengths, as well as crossbows that shoot over long distances, flails that attack in a circle around the player and others.

The only criticism that can really be levelled towards King Colossus is that it is a little bit too easy. I'm most of the way through the game at the time of writing (and I do intend to eventually see it through to the end), and I've only died at two or three points in the game. Other than that, though, it's a fun action RPG that's a little darker in tone than the usual and it's worth a try if you're curious.

Friday, 24 July 2015

Kenyuu Densetsu Yaiba (SNES)

While the Mega Drive catered to arcade nerds with its many ports and original shooting games, the SNES/Super Famicom sought to draw in the anime nerds, with masses of licenced games and RPGs (I have a theory that the decline in RPG popularity is linked with the rise of very cheaply available anime, especially in the west. Back in the 90s, it was a lot more expensive, space-consuming and generally difficult to watch an entire anime series, but RPGs offered a full-length animesque storyline contained in a single cartridge or later on, a few CDs.).

Yaiba is both an anime licenced game and an RPG. I don't know anything about the source material, but it looks to be a pretty generic early 90s shonen series, though the creator went on to create the absurdly long-running Detective Conan juggernaut. As for the game itself, it's an action RPG, with the emphasis placed heavily on the action. Interacting with other characters is mostly confined to linear dialogues before and after bossfights, as well as token conversations related to mechanical things like saving and buying items.

The vast majority of the player's time is spent roaming topdown stages killing constantly spawning enemies, until they find the spot where the next story event or bossfight is triggered. It's better than I'm making it sound, but it's also very simple. In fact, the simplicity is actually part of the game's appeal. There's some nice streamlining in the mechanics that I really like. For example, rather than receiving experience points in set amounts upon defeating enemies, whenever the player hits an enemy, they receive experience equal to the amount of damage they inflicted. Level ups are simple, too: every level up you recieve adds 10 to your maximum HP, 1 to the amount of damage you inflict with a normal attack and reduces the amount of damage you take from enemy attacks by one.

The fact that the game is so simple means that Japanese literacy is not at all required to enjoy it, I managed to get a fair few stages in so far with no troubles, at the most you'll probably just need to look up the controls and the basics of how the game works: saving, travelling between stages, that kind of thing.

Kenyuu Densetsu Yaiba isn't anything particularly special, but it's a fun game, it feels rewarding to play, and it doesn't require knowledge of Japanese language. I don't think you'd regret giving it a try.