It seems slightly strange to me there there are two obscure Saturn games that use pre-rendered sprites and have character designs by Susumu Matsushita. (The other one, you might remember me covering a while ago, is Willy Wombat.) Anyway, Shadows of the Tusk is a turn-based strategy game, that, to add onto the unusuality of the whole affair, had online play via the X-BAND modem, though there's still plenty of single-player fun to be had, so that's fine.
The online element does seem to have had an influence on the design in general, as a lot of things seem streamlined to cater to the low bandwidth that would have been available to a dialup modem attached to a four-year-old console in 1998. For a start, there's no levelling up for any of the characters, though there is some kind of power progression in a different way. In single player mode, you have a "deck" of characters to build, and you get more characters by winning battles. Your deck screen has you putting characters on two rows: the smaller row has the characters that are summoned automatically at the start of battle, the character who starts on the middle space of that row will be designated the leader, meaning that the battle ends if they're defeated, and they also have the ability to summon characters that you've placed in the other row of the deck. Summoning costs mana, and your force has a shared mana pool that's also used for casting spells, and regenerates by ensuring that characters start their turns on certain spaces on the map.
Another concession is that though there are different backgrounds available, every battle takes place on a tiny five-by-five grid. This, in combination with the "kill the leader" tactical element ensures that the game has an almost chess-like emphasis on where you move your characters, and there'll even be plenty of times when you'll sacrifice characters to either make way for stronger characters stood behind them, or just to postpone your enemy's soldiers reaching your leader. Another thing to take into account while talking about character placement is that any spell or attack you can cast that affects an area will not discern between friend and foe, meaning that you might end up sometimes have to decide if you want to heal your enemies or immolate your allies.
Obviously, I haven't played the multiplayer mode around which the game is clearly centred, but there's enough meat to the singleplayer game that it's still worth your time. Best of all is that though all the plot-related stuff is in Japanese, all the menus, including those during the battles, are entirely in English! So, this is a pretty fun game that mostly looks great (the small sprites on the grid look really nice, while the bigger sprites used for the attack animations look like the most awful mid-90s CG), and is totally accessible to the JP-illiterate. I definitely recommend it!
Showing posts with label saturn. Show all posts
Showing posts with label saturn. Show all posts
Thursday, 16 November 2017
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!
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!
Saturday, 19 August 2017
Pastel Muses (Saturn)
There's a lot of iteration in the world of puzzle games: one game gets popular, and other developers try to replicate this success by taking the core mechanic of that game, and adding to it, or changing it in some way. Sometimes it might be the same developer, like how Taito tried to repeat the success of their Puzzle Bobble games by taking those games' ruleset and applying it to an Arkanoid-alike when they made Puchi Charat. Softoffice, developers of Pastel Muses and no other games before or since, took the "shooting coloured bubbles at each other" concept from Puzzle Bobble, and moved the target bubbles from the top of a well to the bottom of a small valley.
To clarify, like Puzzle Bobble, Pastel Muses has you control a cute character firing coloured bubbles from a device, with the aim of matching sets of three or more to make them disappear. The difference is that while PB has you at the bottom of the screen shooting bubbles upwards, PM has you on the left of the screen, shooting them to the right. That is a little unfair of a description, though, as there's a big difference in how the two games control, too. In Puzzle Bobble, the test of your skill in in precision aiming, like a sniper: your job is to point your gun in the exact right direction to make the bubble go where you want it to, and the bubble will travel in a straight line in whatever direction you shoot it. In Pastel Muses, however, the direction in which your gun is pointing is pretty much irrelevant, and instead, your task is to determine the power with which your bubbles are fired, determined by how long you hold down the fire button. Furthermore, Pastel Muses' bubbles don't travel in straight lines, but arcs, reliant on how much power you use to shoot them.
Another twist is that the playing field is on a hill, with the player at the top and the game ending when a bubble reaches them. So, if you pop bubbles near the bottom of the hill, those above will roll down to take their place, causing traditional puzzle game chain reactions. It all takes a bit of getting used to, but after a few plays, you'll pick up the knack of instinctively knowing just how long to hold the fire button down to get the bubbles to go where you want.
There's a few different modes of play based around the game's basic idea. There's a mode directly lifted from the Puzzle Bobble games where you play various sets of preset puzzle stages laid out in a branching alphabetical path, there's a kind of survival/time attack hybrid mode where you clear stages as fast as you can against the time limit, with a small amount of extra time being added after each stage, and there's a more traditional survival mode where the bubbles keep gradually advancing until you can't keep them back any more. The time attack is probably the best of the three, feeling more urgent and more arcadey, it's a shame there aren't more puzzle games with a similar mode.
Pastel Muses is an okay game. If you really like puzzle games and the satisfying feeling of slowly mastering a slightly unintuitive control method, then it's worth a shot. Bear in mind, though, how much I mentioned Puzzle Bobble in this review, since it's so incredibly derivative of it that it'd be a lot more difficult to describe without mentioning its inspiration. So if you're a stickler for originality, it might not be for you.
To clarify, like Puzzle Bobble, Pastel Muses has you control a cute character firing coloured bubbles from a device, with the aim of matching sets of three or more to make them disappear. The difference is that while PB has you at the bottom of the screen shooting bubbles upwards, PM has you on the left of the screen, shooting them to the right. That is a little unfair of a description, though, as there's a big difference in how the two games control, too. In Puzzle Bobble, the test of your skill in in precision aiming, like a sniper: your job is to point your gun in the exact right direction to make the bubble go where you want it to, and the bubble will travel in a straight line in whatever direction you shoot it. In Pastel Muses, however, the direction in which your gun is pointing is pretty much irrelevant, and instead, your task is to determine the power with which your bubbles are fired, determined by how long you hold down the fire button. Furthermore, Pastel Muses' bubbles don't travel in straight lines, but arcs, reliant on how much power you use to shoot them.
Another twist is that the playing field is on a hill, with the player at the top and the game ending when a bubble reaches them. So, if you pop bubbles near the bottom of the hill, those above will roll down to take their place, causing traditional puzzle game chain reactions. It all takes a bit of getting used to, but after a few plays, you'll pick up the knack of instinctively knowing just how long to hold the fire button down to get the bubbles to go where you want.
There's a few different modes of play based around the game's basic idea. There's a mode directly lifted from the Puzzle Bobble games where you play various sets of preset puzzle stages laid out in a branching alphabetical path, there's a kind of survival/time attack hybrid mode where you clear stages as fast as you can against the time limit, with a small amount of extra time being added after each stage, and there's a more traditional survival mode where the bubbles keep gradually advancing until you can't keep them back any more. The time attack is probably the best of the three, feeling more urgent and more arcadey, it's a shame there aren't more puzzle games with a similar mode.
Pastel Muses is an okay game. If you really like puzzle games and the satisfying feeling of slowly mastering a slightly unintuitive control method, then it's worth a shot. Bear in mind, though, how much I mentioned Puzzle Bobble in this review, since it's so incredibly derivative of it that it'd be a lot more difficult to describe without mentioning its inspiration. So if you're a stickler for originality, it might not be for you.
Sunday, 19 February 2017
Crows The Battle Action (Saturn)
It's an odd coincidence that there's two very rare Saturn games that are both beat em ups, both licenced from long-running non-game franchises that are associated with specific subcultures and they both have the word "crow" in their titles. Anyway, the awfulness of The Crow: City of Angels is a well-known matter of public record, but how does the other crowgame fare?
WEll, it's pretty good. You control your delinquent of choice, and beat up other delinquents, as well as yakuza members and what appear to be military-themed goons. The stages are surprisingly short, being only a couple of minutes long each, and mostly ending without bossfights, which tend to be relegated to their own seperate stages. Though the game looks nice, with well-animated sprites (even though they're super deformed, which doesn't really fit with the gritty image the game's trying to put across), the most interesting thing about Crows is how it plays, and the ways in which it's just a little bit unoriginal.
The first impression you'll get from playing is that it's a lot like River City Ransom/Downtown Nekketsu Monogatari. You have seperate buttons for punch and kick, and they don't really chain together well, and when you pick up weapons, punch swings the weapon, while kick throws it. So that's suspiciously similar to RCR, especially when you throw in the fact that it's a game about big-headed juvenile delinquents, right? The difference is that Crows uses every button on the Saturn controller (or at least, it has things assigned to all of them). There's buttons for quickly sliding across the floor, taunting your opponents, blocking, and the shoulder buttons each have customisable combos assigned to them (which reduce your health at such a huge amount that they're rendered totally useless). Mostly, though, you can get by with just punches, kicks and weapon attacks.
It might sound like I don't like this game, but that's not true. It's a pretty good game, it's inoffensive to play, the problem is that it feels a little soulless, like it's just ticking boxes and passing time. Even most of the aforementioned controls feel like they're just there because the developers felt like they needed to use every button. I think the main reason Crows gets by is because the late 90s were an incredibly lean time for beat em ups as a genre, and as a result, there's very few of them on the Saturn, meaning that an okay beat em up gets elevated to being a pretty good one, just by virtue of its lack of competition. But obviously, in this day and age, none of that actually matters, since anyone with a computer can play pretty much any game on any system up to about ten years ago.
So yeah, Crows The Battle Action is an okay game, and it's definitely a lot better than The Crow: City of Angels. Don't pay the crazy prices it fetches online nowadays, though. Obviously.
WEll, it's pretty good. You control your delinquent of choice, and beat up other delinquents, as well as yakuza members and what appear to be military-themed goons. The stages are surprisingly short, being only a couple of minutes long each, and mostly ending without bossfights, which tend to be relegated to their own seperate stages. Though the game looks nice, with well-animated sprites (even though they're super deformed, which doesn't really fit with the gritty image the game's trying to put across), the most interesting thing about Crows is how it plays, and the ways in which it's just a little bit unoriginal.
The first impression you'll get from playing is that it's a lot like River City Ransom/Downtown Nekketsu Monogatari. You have seperate buttons for punch and kick, and they don't really chain together well, and when you pick up weapons, punch swings the weapon, while kick throws it. So that's suspiciously similar to RCR, especially when you throw in the fact that it's a game about big-headed juvenile delinquents, right? The difference is that Crows uses every button on the Saturn controller (or at least, it has things assigned to all of them). There's buttons for quickly sliding across the floor, taunting your opponents, blocking, and the shoulder buttons each have customisable combos assigned to them (which reduce your health at such a huge amount that they're rendered totally useless). Mostly, though, you can get by with just punches, kicks and weapon attacks.
It might sound like I don't like this game, but that's not true. It's a pretty good game, it's inoffensive to play, the problem is that it feels a little soulless, like it's just ticking boxes and passing time. Even most of the aforementioned controls feel like they're just there because the developers felt like they needed to use every button. I think the main reason Crows gets by is because the late 90s were an incredibly lean time for beat em ups as a genre, and as a result, there's very few of them on the Saturn, meaning that an okay beat em up gets elevated to being a pretty good one, just by virtue of its lack of competition. But obviously, in this day and age, none of that actually matters, since anyone with a computer can play pretty much any game on any system up to about ten years ago.
So yeah, Crows The Battle Action is an okay game, and it's definitely a lot better than The Crow: City of Angels. Don't pay the crazy prices it fetches online nowadays, though. Obviously.
Saturday, 17 December 2016
Keriotosse! (Saturn)
I'm tagging Keriotosse as a fighting game, like I have with a few other similar 32-bit oddities in the past, but it's a very tenuous tag, as this game lacks most of the trappings of what you'd consider to be a real fighting game. There's no healthbars, no knockouts, almost no special moves, and no punching. What it actually is is a somewhat silly contest in which four characters on a small circular stage all try to kick each other off the edge. The last one on the platform wins the round, and the first to win three rounds wins the match.
Thinking about it a little more, the stages themselves actually suggest a little inspiration from the Bomberman games, as each one is slightly different, whether it has interactive playground equipment, running water, strong winds or other such features, that all have some kind of effect on the proceedings. An annoying feature that every stage has is that no matter what kind of surface they take place upon, all the characters slid around as if it were a traditional platform slippy slidy ice stage. Obviously the devs were thinking this would aid in characters kicking each other around, but it's mostly just a nuisance.
The characters are a weird, incoherent selection, seemingly made up of anything that came into the designer's heads. Your starting selection includings a harpy boy, a deep-voiced alien woman, a beer-loving bunnygirl, and an aging buddhist priest. A few stages into single-player mode, you'll also start encountering other weirdos, including robots of both faux-Gundam and faux-R2D2 flavours, a weird masked princess, and others. They all mostly play identically to each other, with the exception being the special attacks. I assume these characters can be unlocked, though unfortunately, I haven't yet found out how.
Special attacks are limited-use (typically once per round, though if the round goes on long enough, they do eventualy recharge), and each character's is totally different. For example, the harpy boy can fly around for a short time, taking him out of reach of attacks and allowing him to swoop down and claw at his foes. The monk surrounds himself with a ring of hearts, that knockback foes much further than the normal kicks. The bunnygirls can offer a pint to an opponent, that leaves them drunk for a short time, and the R2D2-like robot can trigger a large explosion. It's nice that the special attacks aren't just slight variations on the same few effects, but it does mean that some characters have massive advantages over the others. In my experience, the priest and the harpy boy are by far the best equipped of the initial few selectable characters.
Keriotosse isn't a bad game, but it's not a very good one, either. It's incredibly average. The only reason you should really play it is to see the very nice low-poly stages, and the slightly less nice low-poly characters. I mean, I can't think of any better kicking-people-off-platforms games, but it's not a very exciting concept to begin with, either. After this and JSWAT and that awful game with the pig, I should really try to seek out a forgotten Saturn game that I can be a bit more positive about, shouldn't I?
Thinking about it a little more, the stages themselves actually suggest a little inspiration from the Bomberman games, as each one is slightly different, whether it has interactive playground equipment, running water, strong winds or other such features, that all have some kind of effect on the proceedings. An annoying feature that every stage has is that no matter what kind of surface they take place upon, all the characters slid around as if it were a traditional platform slippy slidy ice stage. Obviously the devs were thinking this would aid in characters kicking each other around, but it's mostly just a nuisance.
The characters are a weird, incoherent selection, seemingly made up of anything that came into the designer's heads. Your starting selection includings a harpy boy, a deep-voiced alien woman, a beer-loving bunnygirl, and an aging buddhist priest. A few stages into single-player mode, you'll also start encountering other weirdos, including robots of both faux-Gundam and faux-R2D2 flavours, a weird masked princess, and others. They all mostly play identically to each other, with the exception being the special attacks. I assume these characters can be unlocked, though unfortunately, I haven't yet found out how.
Special attacks are limited-use (typically once per round, though if the round goes on long enough, they do eventualy recharge), and each character's is totally different. For example, the harpy boy can fly around for a short time, taking him out of reach of attacks and allowing him to swoop down and claw at his foes. The monk surrounds himself with a ring of hearts, that knockback foes much further than the normal kicks. The bunnygirls can offer a pint to an opponent, that leaves them drunk for a short time, and the R2D2-like robot can trigger a large explosion. It's nice that the special attacks aren't just slight variations on the same few effects, but it does mean that some characters have massive advantages over the others. In my experience, the priest and the harpy boy are by far the best equipped of the initial few selectable characters.
Keriotosse isn't a bad game, but it's not a very good one, either. It's incredibly average. The only reason you should really play it is to see the very nice low-poly stages, and the slightly less nice low-poly characters. I mean, I can't think of any better kicking-people-off-platforms games, but it's not a very exciting concept to begin with, either. After this and JSWAT and that awful game with the pig, I should really try to seek out a forgotten Saturn game that I can be a bit more positive about, shouldn't I?
Friday, 2 December 2016
Minami no Shima ni Buta Ga Ita (Saturn)
What we have here might be the worst game ever featured on this blog. It's definitely the most shameful licensed commercial release, with production values that would look bad if they were in some Chinese Pirate Mega Drive game, let alone a game licensed, officially released and sold for money on the Saturn in 1996. Even having an animated FMV intro doesn't make the game look any better, since even that manages to be grotesque and cheap-looking.
You take control of a whip-wielding pig, on a journey to retrieve a load of lost piglets (as far as I can tell, at least). This journey takes you across various different landscapes, which are fairly typical platform game locales: snowy place, clockwork place, jungle place, beach place, and so on. The stages themselves can be tackled in any order, and also have two types of sections. When you first enter an area, you'll play through a psuedo-platformy stage (though there's no actual platforming to be done), where you walk from left to right, using your whip to defeat enemies and free piglets from bubbles. Once you get to the end of one of these areas, you'll then enter a puzzle stage.
The puzzles are all varied, to the point at which I've seen quite a few of them, and they were all unique with none of them being just a variation on one of the others. The main problem is that not only do you have to solve the puzzles, but you also have to figure out what slving the puzzles requires. Like I said they're all unique, but on top of that, none of them come with instructions in any language. You're just dumped in there and expected to work out what you're meant to do, and how to do it in three attempts. If you solve the puzzle, you'll go on to another action stage/puzzle stage cycle. If you use up your three chances, you'll get a game over, and if you voluntarily quit, you'll go back to the area select screen.
I can't really tell you any more about it. The action stages are terrible and pointless, with tiny sprites jerking around in front of backgrounds that aren't even in the same scale. The puzzle stages are boring and if you solve them, there's no satisfaction, while if you fail, you don't feel any incentive to go back and try again. I played this game for about an hour, and the only positive thing I can say about the experience is that I can at least tell you not to bother.
I hate to say it, but Minami no Shima ni Buta Ga Ita is a game that deserves to languish in obscurity, forgotten forever. After you finish reading this review, try to forget you ever even heard this game's title.
You take control of a whip-wielding pig, on a journey to retrieve a load of lost piglets (as far as I can tell, at least). This journey takes you across various different landscapes, which are fairly typical platform game locales: snowy place, clockwork place, jungle place, beach place, and so on. The stages themselves can be tackled in any order, and also have two types of sections. When you first enter an area, you'll play through a psuedo-platformy stage (though there's no actual platforming to be done), where you walk from left to right, using your whip to defeat enemies and free piglets from bubbles. Once you get to the end of one of these areas, you'll then enter a puzzle stage.
The puzzles are all varied, to the point at which I've seen quite a few of them, and they were all unique with none of them being just a variation on one of the others. The main problem is that not only do you have to solve the puzzles, but you also have to figure out what slving the puzzles requires. Like I said they're all unique, but on top of that, none of them come with instructions in any language. You're just dumped in there and expected to work out what you're meant to do, and how to do it in three attempts. If you solve the puzzle, you'll go on to another action stage/puzzle stage cycle. If you use up your three chances, you'll get a game over, and if you voluntarily quit, you'll go back to the area select screen.
I can't really tell you any more about it. The action stages are terrible and pointless, with tiny sprites jerking around in front of backgrounds that aren't even in the same scale. The puzzle stages are boring and if you solve them, there's no satisfaction, while if you fail, you don't feel any incentive to go back and try again. I played this game for about an hour, and the only positive thing I can say about the experience is that I can at least tell you not to bother.
I hate to say it, but Minami no Shima ni Buta Ga Ita is a game that deserves to languish in obscurity, forgotten forever. After you finish reading this review, try to forget you ever even heard this game's title.
Friday, 28 October 2016
Tokusou Kidoutai JSWAT (Saturn)
In the early days of the 32-bit era, there was a lot of experimentation going on, thanks to the fact that everyone now had access to things like texture mapped 3D and the ability to save games without increasing the price of the game itself (because of the cost of the battery needed to save in cartridge games) all in their very own home consoles. New genres were born, and other genres that had previously been confined to PCs in a time when very few people had them at home were made available to the masses. One of the latter genres being the first person shooter.
Now, for some reason, there aren't many Japanese-developed first person shooters, and the ones that do exist tend not to be very popular. Some of them, like JSWAT, don't really deserve to have been popular. I'll admit that there are some things I do like about the game, like the fact that it uses live action FMVs between stages to tell its story, and that those sequences do manage to be pretty seedy and grimy thanks to the harsh lighting and general dirtyness of how everything looks, in a case of a low budget working in a production's favour. There's also the fact that all the game's bullets are actual visible projectiles, rather than the invisible hitscan situation as seen with things like Doom's chainguns, for example. Of course, this also means that all the shots move pretty slowly, giving you and the criminals ample time to dodge bullets like some kind of superhuman. Another thing I like (or at least find mildly interesting) about the game is that the graphics mix full 3D (though very blocky and simple) environments with Mortal Kombat-style digitised sprites, which I guess helps maintain some small amount of aesthetic coherency between the people in the cutscenes and the people in-game. Though the in-game sprites are so low resolution, until you get up close they mainly resemble vaguely humanoid greyish blobs, which ruins the effect somewhat.
There's a few attempted concessions to realism, too. For example, you start each stage with a certain loudout of weapons with limited ammunition (you can choose these, but it's simpler to just pick the "auto" option), and you can only reload a weapon when its current magazine is empty. The game also tries to bring things into full 3D, making you actually aim your weapons vertically, as opposed to the "infinite height" enemies of games like Doom. Unfortunately, the way it does this is incredibly clunky and awkward: to aim, you hold the Z button, and move your crosshair around the screen with the D-pad. It'll stay in whatever position you put it in as you walk around until you tap Z again.
JSWAT also tries to complicate the first person shooter beyond just killing all the enemies and getting out of the stage. Since you're a member of the eponymous Japanese police squad, you're given missions, like rescuing hostages and finding illegally smuggled weapons and so on. This would be something I could count totally in JSWAT's favour, were it not for the fact that no matter what I do, I can't get the second mission (the aforementioned gun smuggling one) to end. I don't know if this is just a poorly designed stage with some obtusely hidden gimmick somewhere, or if, yet again, my Japanese illiteracy has caused me to miss some vital part of the mission's briefing.
All in all, Tokusou Kidoutai JSWAT is a game that's very ambitious, but not very fun to play. Even if i was able to get past the second mission, I think the clunky controls and general slow pace of the game would have stopped me from getting much further into it before boredom and frustration set in. I know the Saturn port of Doom is supposed to be pretty bad, but the console's also home to Quake, Exhumed and Duke Nukem 3D, all three of which it does an excellent job of hosting, and all three of which you should definitely play before you resort to this.
Now, for some reason, there aren't many Japanese-developed first person shooters, and the ones that do exist tend not to be very popular. Some of them, like JSWAT, don't really deserve to have been popular. I'll admit that there are some things I do like about the game, like the fact that it uses live action FMVs between stages to tell its story, and that those sequences do manage to be pretty seedy and grimy thanks to the harsh lighting and general dirtyness of how everything looks, in a case of a low budget working in a production's favour. There's also the fact that all the game's bullets are actual visible projectiles, rather than the invisible hitscan situation as seen with things like Doom's chainguns, for example. Of course, this also means that all the shots move pretty slowly, giving you and the criminals ample time to dodge bullets like some kind of superhuman. Another thing I like (or at least find mildly interesting) about the game is that the graphics mix full 3D (though very blocky and simple) environments with Mortal Kombat-style digitised sprites, which I guess helps maintain some small amount of aesthetic coherency between the people in the cutscenes and the people in-game. Though the in-game sprites are so low resolution, until you get up close they mainly resemble vaguely humanoid greyish blobs, which ruins the effect somewhat.
There's a few attempted concessions to realism, too. For example, you start each stage with a certain loudout of weapons with limited ammunition (you can choose these, but it's simpler to just pick the "auto" option), and you can only reload a weapon when its current magazine is empty. The game also tries to bring things into full 3D, making you actually aim your weapons vertically, as opposed to the "infinite height" enemies of games like Doom. Unfortunately, the way it does this is incredibly clunky and awkward: to aim, you hold the Z button, and move your crosshair around the screen with the D-pad. It'll stay in whatever position you put it in as you walk around until you tap Z again.
JSWAT also tries to complicate the first person shooter beyond just killing all the enemies and getting out of the stage. Since you're a member of the eponymous Japanese police squad, you're given missions, like rescuing hostages and finding illegally smuggled weapons and so on. This would be something I could count totally in JSWAT's favour, were it not for the fact that no matter what I do, I can't get the second mission (the aforementioned gun smuggling one) to end. I don't know if this is just a poorly designed stage with some obtusely hidden gimmick somewhere, or if, yet again, my Japanese illiteracy has caused me to miss some vital part of the mission's briefing.
All in all, Tokusou Kidoutai JSWAT is a game that's very ambitious, but not very fun to play. Even if i was able to get past the second mission, I think the clunky controls and general slow pace of the game would have stopped me from getting much further into it before boredom and frustration set in. I know the Saturn port of Doom is supposed to be pretty bad, but the console's also home to Quake, Exhumed and Duke Nukem 3D, all three of which it does an excellent job of hosting, and all three of which you should definitely play before you resort to this.
Sunday, 10 April 2016
Willy Wombat (Saturn)
The early years of the 32-bit era were a time of great experimentation. The advent of decent texture-mapped 3D on home consoles meant developers were trying to find new genres that wouldn't have been previously possible, and finding ways to take old genres into the third dimension. Willy Wombat falls into the latter category, being an attempt at making a 3D mascot platformer. Unfortunately, I think it came out a year or two too late to be a big success: by 1997, the animal mascot fad had pretty much completely died down, the Saturn was already mostly abandoned in the west, and, to be brutally honest, compared to its contemporaries, WW would have looked pretty ugly and old hat, with its pre-rendered sprites on drably-coloured 3D stages look.
Like you've probably figured out, it's a 3D platformer, about the eponymous wombat. What you might not expect is that he's an ex-cop on the run from the totalitarian regime he once served, and is also searching ancient ruins for six magic gems. The camera is always high above the stage, and can be rotated with the shoulder buttons. You have melee attacks and the ability to throw boomerangs, which can be used to collect items as well as defeat foes.
It's a shame for a couple of reasons. The first is that the character designs were done by Susumu Matsushita, of Famitsu magazine fame, and all look pretty cool in their cutscene portaits and other art, even if their actual sprites are kind of blobby. Secondly, it was clearly made with a view to a worldwide release, with all the cutscenes having full english voice acting, and the main character looking like a mix of Sonic, Indiana Jones and Batman. On the other hand, had it got a worldwide release, there's a good chance it wouldn't have gotten the best reception.
Willy Wombat is a game with problems that go beyond the slightly ugly graphics. Mainly, it's incredibly frustrating to play. The stages are huge, full of enemies, puzzles, traps and pitfalls, so obviously, some of the difficulty is down to deliberate design, which is fine. Unfortunately, everything you do (or try to do) ingame is made all the harder because of how the game works. It's sometimes hard to be sure you're facing in the exact right direction to hit an enemy or dodge a trap or jump over a pit. In fact, fighting crowds of enemies is usually best done by standing still and repeatedly firing while rotating the camera with the shoulder buttons to aim.
Willy Wombat is a game I really tried my hardest to like, but eventually, I just couldn't suck up the frustration any more, and it began to sprout into boredom as I fruitlessly wandered round a stage, looking for the next place to go to. It's just not fun enough to stick with, unfortunately.
Like you've probably figured out, it's a 3D platformer, about the eponymous wombat. What you might not expect is that he's an ex-cop on the run from the totalitarian regime he once served, and is also searching ancient ruins for six magic gems. The camera is always high above the stage, and can be rotated with the shoulder buttons. You have melee attacks and the ability to throw boomerangs, which can be used to collect items as well as defeat foes.
It's a shame for a couple of reasons. The first is that the character designs were done by Susumu Matsushita, of Famitsu magazine fame, and all look pretty cool in their cutscene portaits and other art, even if their actual sprites are kind of blobby. Secondly, it was clearly made with a view to a worldwide release, with all the cutscenes having full english voice acting, and the main character looking like a mix of Sonic, Indiana Jones and Batman. On the other hand, had it got a worldwide release, there's a good chance it wouldn't have gotten the best reception.
Willy Wombat is a game with problems that go beyond the slightly ugly graphics. Mainly, it's incredibly frustrating to play. The stages are huge, full of enemies, puzzles, traps and pitfalls, so obviously, some of the difficulty is down to deliberate design, which is fine. Unfortunately, everything you do (or try to do) ingame is made all the harder because of how the game works. It's sometimes hard to be sure you're facing in the exact right direction to hit an enemy or dodge a trap or jump over a pit. In fact, fighting crowds of enemies is usually best done by standing still and repeatedly firing while rotating the camera with the shoulder buttons to aim.
Willy Wombat is a game I really tried my hardest to like, but eventually, I just couldn't suck up the frustration any more, and it began to sprout into boredom as I fruitlessly wandered round a stage, looking for the next place to go to. It's just not fun enough to stick with, unfortunately.
Friday, 4 March 2016
Crimewave (Saturn)
So, Crimewave is a game from pretty early in the Saturn's life, and it's a UK-developed game! No-one ever talks about western-developed Saturn games. Except Deathtank, obviously. It set in some kind of horrible dystopian future britain, which is apparently run by the Conservatives (as you'd expect any British dystopia to be), as the police force have not only been privatised and run for profit, but they can also get away with "accidentally" murdering random passers-by with only the feeblest of penalties.
Of course, you play as one of these mercenary cops, driving around the streets until the red arrow appears, pointing you towards your quarry. You get one hundred Meks (the currency of the future (at least it's not "credits")) for every perp you kill. The penalty for killing passers-by is a relatively meager 5 Meks a pop, by the way, and that only comes into play once you've already killed a few. At every multiple of 500 Meks, the gate to the next area opens, and you go there to hunt down and kill criminals. A couple of areas in, you also have rival cops to deal with, who not only want to kill the criminals, but also stop you from doing so. The "free market" in action!
The problem is that though it looks sort of similar to the first two Grand Theft Auto games, while driving was fun and exciting in those games, with their handbrake turns and trivial crashes, it's a pain in Crimewave. Every bump with another vehicle knocks you back some way, and every bump with a stationery object brings you to a standstill and forces you to awkwardly reverse out of the situation. All this while you're also chasing criminal vehicles that can go pretty fast right from the start of the game. It leads to an incredibly frustrating experience, and if you let an enemy get out of sight, an incredibly tedious one too, as you're left futilely chasing an enemy car that's just slightly off screen.
It seems like the developers wanted to make an exciting, fast-paced futuristic car-chase/shooting action game, and while it's a great idea, the execution is just a little bit off. It's so annoying, too, as Crimewave is so close to being a hidden Saturn classic.
Monday, 11 January 2016
Curiosities Vol. 6 - Heim Waltz (Saturn)
So firstly, I should point out that I've renamed the "Arcade Curiosities" series of posts, and included stuff like those X68000 Space Harrier hacks and stuff, just to allow a bit more variety in future posts. Mainly things that are on games consoles but aren't really games, like Heim Waltz, for example.
What is Heim Waltz then, if not a game? Well, it's an interactive video tour of two model homes, a house and a flat, in mid-1990s Japanese suburbia. Since it was only given out to prospective customers of one particular housing company, it's also one of the rarest Saturn discs around. The odd thing about this situation is that you'd think that it'd make more sense for them to make this a PC disc, and if they did, no-one would have cared about preserving it and it would have just vanished into true, irretrievable obscurity never to be seen again.
But they didn't, and here we all are. It actually bears some superficial similarities to the Mega CD and Saturn game Yumemi Mystery Mansion, in that your navigation of the properties is very limited, basically giving you a choice of different paths from one FMV to the next. There's no puzzles or butterfly ghosts though, just a voiceover (you get to choose between a male and female voice) describing the details, and some kind of floor plan menu thing that's all in Japanese, as well as a feature to move a cursor round and see additional details on certain parts of each room.
Unless you're in the market for middle-class suburban housing in 1990s Japan, Heim Waltz will have no interest or use to you, so obviously, there's no reason to "play" it. There's especially no reason to pay £300 to get a legit copy of it either.
What is Heim Waltz then, if not a game? Well, it's an interactive video tour of two model homes, a house and a flat, in mid-1990s Japanese suburbia. Since it was only given out to prospective customers of one particular housing company, it's also one of the rarest Saturn discs around. The odd thing about this situation is that you'd think that it'd make more sense for them to make this a PC disc, and if they did, no-one would have cared about preserving it and it would have just vanished into true, irretrievable obscurity never to be seen again.
But they didn't, and here we all are. It actually bears some superficial similarities to the Mega CD and Saturn game Yumemi Mystery Mansion, in that your navigation of the properties is very limited, basically giving you a choice of different paths from one FMV to the next. There's no puzzles or butterfly ghosts though, just a voiceover (you get to choose between a male and female voice) describing the details, and some kind of floor plan menu thing that's all in Japanese, as well as a feature to move a cursor round and see additional details on certain parts of each room.
Unless you're in the market for middle-class suburban housing in 1990s Japan, Heim Waltz will have no interest or use to you, so obviously, there's no reason to "play" it. There's especially no reason to pay £300 to get a legit copy of it either.
Monday, 11 August 2014
Street Fighter 2 Interactive Movie (Saturn)
Everyone knows that there was a terrible Mortal Kombat-esque game based on the live action Street Fighter movie, and that the general visual style and some of the plot elements of the Street Fighter Alpha games were inspired by the popularity of the animated movie (and maybe to a lesser extent the Street Fighter 2 V animated tv show), but the fact that there was an interactive FMV game directly based on the animated movie has been somewhat forgotten by history. Just like FMV games in general, ahhhh!
You'll remember that throughout the animated move, there were cyborgs sent out by Dictator to scan the world's strongest fighters and analyse their strengths, and it is one of those cyborgs the player controls in this game. The way this works is that you watch the movie, and during fight scenes, you hold down the A button to bring up a crosshair, use the d-pad to move it around and press B to "scan" moves. Successful scans are met with a "ching!" noise, and supposedly, doing this will make the Cyborg stronger, in preperation for the game's big setpiece: a fight between the Cyborg and Ryu at the end of the game. I guess I didn't do a good job of scanning, since I was only doing tiny, puny amounts of damage against Ryu and got quickly and thouroughly pummeled. Oddly, pretty much the entire movie is included, despite the non-fight scenes serving no purpose in the game, making the Cyborg seem like a bit of a creepy voyeur. You can also press C during most scenes to bring up information, including character stats, what model of car is being driven and so on. There are even incomplete stats for non-playable characters, like Eliza and the guy Ryu one hit KOs in Hong Kong. The game even acknowledges Akuma/Gouki's background cameo with this feature!
The most interesting thing about the game is the exclusive stuff it has, mainly in the form of new graphics and animation. There's an FMV intro in the style of the movie, with all-new animation and there's some very small extra bits of animation in the game just before the big fight. The fight itself is pretty cool, too. It's done in the graphical style of Super Street Fighter II Turbo, with an all-new sprite and portrait for the Cyborg (though its moves are the same as Ken's), and what I think is also a whole new background for the fight, too.
Unfortunately, I can't really recommend this game. It really is just watching the Street Fighter 2 animated movie, with added button pressing. You'd be better off just watching the movie and then playing a proper Street Fighter game, or if you have the GBA port of Alpha 3 or the 3DS port of Street Fighter IV, both at the same time! Not even the aforementioned exclusive animation or things like the gallery of character design artwork are enough to save it really.
You'll remember that throughout the animated move, there were cyborgs sent out by Dictator to scan the world's strongest fighters and analyse their strengths, and it is one of those cyborgs the player controls in this game. The way this works is that you watch the movie, and during fight scenes, you hold down the A button to bring up a crosshair, use the d-pad to move it around and press B to "scan" moves. Successful scans are met with a "ching!" noise, and supposedly, doing this will make the Cyborg stronger, in preperation for the game's big setpiece: a fight between the Cyborg and Ryu at the end of the game. I guess I didn't do a good job of scanning, since I was only doing tiny, puny amounts of damage against Ryu and got quickly and thouroughly pummeled. Oddly, pretty much the entire movie is included, despite the non-fight scenes serving no purpose in the game, making the Cyborg seem like a bit of a creepy voyeur. You can also press C during most scenes to bring up information, including character stats, what model of car is being driven and so on. There are even incomplete stats for non-playable characters, like Eliza and the guy Ryu one hit KOs in Hong Kong. The game even acknowledges Akuma/Gouki's background cameo with this feature!
The most interesting thing about the game is the exclusive stuff it has, mainly in the form of new graphics and animation. There's an FMV intro in the style of the movie, with all-new animation and there's some very small extra bits of animation in the game just before the big fight. The fight itself is pretty cool, too. It's done in the graphical style of Super Street Fighter II Turbo, with an all-new sprite and portrait for the Cyborg (though its moves are the same as Ken's), and what I think is also a whole new background for the fight, too.
Unfortunately, I can't really recommend this game. It really is just watching the Street Fighter 2 animated movie, with added button pressing. You'd be better off just watching the movie and then playing a proper Street Fighter game, or if you have the GBA port of Alpha 3 or the 3DS port of Street Fighter IV, both at the same time! Not even the aforementioned exclusive animation or things like the gallery of character design artwork are enough to save it really.
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