Showing posts with label xbox 360. Show all posts
Showing posts with label xbox 360. Show all posts

Wednesday, 6 April 2016

Mimi in The Sky (X Box 360)


 Along with zombie-themed Minecraft knock-offs and creepy photo-based dating sims, twinstick shooters are one of the most common genres on X Box Live Indie Games (how odd it is typing that in the knowledge that before long, we'll only be able to refer to it in the past tense. I really hope we don't lose the ability to play the games we've bought). Most of them don't really have any way of standing out from the crowd, though there are some exceptions. Early example I MAED A GAM3 W1TH Z0MB1ES!!!1 stood out despite the tired zombies premise through its unique " dancefloor at a dingy rock club" atmosphere. Mimi in the Sky is another one that stands out, though its unique nature lies more in its mechanics.

You see, the game's main hook is that it's a twinstick shooter with the design sensibilities of an arcade shooter, if not the prodction values (though that's obviously forgivable considering the circumstances of its existence). Like a lot of Japanese shooters in this post-Touhou world, you play as a flying little girl, beset from all sides by ghosts, witches, flying squirrels and other enemies. As you destroy them, two things happen. The most immediately obvious is that they release a load of grey numbers. These are points items, the bigger the number, the more the points. Also, the closer you are to the enemy when they're detroyed, the bigger the numbers will be. The other thing is that a meter at the bottom will gradually fill up.

When that meter's full, you can use the right trigger to perform a dash. The dash is a useful move, it provides a split-second of invulnerability and destroys any enemies through which it passes, no matter how big. Destroying enemies by dashing fills up yet another meter, which is activated as soon as it fills, starting fever mode. Fever mode offers no perks regarding your ability to destroy enemies or avoid their attacks, but instead vastly increases the scoring potential. While fever mode is in effect, the grey numbers will be multicoloured, and worth vastly more points.

As the game goes on, bigger and stronger enemies appear, and from the point at which the large witches floating in the foetal position appear, you can stay in fever mode almost continuosly (as dashing through one of them is enough to completely fill the meter). Shortly after this happens, though, the game gets a lot more dangerous, as thicker hordes of smaller enemies start appearing, along with enemies that fire aimed lasers that go right across the playing field, as well as enemies that fire rings of revenge bullets in every direction and so on.

Mimi in the sky is a pretty good game. It's no threat to Chieri no Doki Doki Yukemuri Burari Tabi's crown at the top of XBLIG shooting games, but it's worth the 69p it costs to buy it. It's listed with its title in Japanese, so to save you the bother of trying to find it yourself, here's the link.

Sunday, 31 January 2016

一>◇ (XBox 360)


So, I don't know how to pronounce this game's title, and I had to copy and paste the characters from the XBox website. Thanks, Hitmark Brothers. Anyway, it's a weird little puzzle/strategy/art game thing in which you play as a giant green hand that holds dominion over a small island inhabited by green bean-like creatures.

The game's presentation is almost aggressively committed to standing out and being strange: obviously there's the bizarre title, and then once you start the game, you see that a lot of the graphics are digitised photos. The presentation is the main part of the game's appeal, though I'm sure that that was intentional. It definitely feels more like an "interactive creative work" than an actual game, even though it has various gamey elements, like a score and a game over screen.

Anyway, you play as this giant green hand, and you have various actions in your repertoire. You can move left and right across the landscape as well as up or down (though vertically, there are only two possible positions). You can also grab objects, push the bean-people into the ground, flick objects, and pick up and drop bean-people and water. The object of the game is to plant trees, flick their leaves so that more bean-people fall out, and then grab the leaves and then vigorously rub the tree until it becomes a wooden spaceship. You then grab a few of the bean-people and drop them into the spaceship, which will take off a short time later. The game ends when you have no more bean-people left on the island, and you won't last more than a few launches, as the island very gradually shirnks over time (unless there's a way to reverse this process that I haven't figured out).

一>◇ is an amusing enough distraction for a short time, but you'll definitely be able to see everything it has to offer in the standard XBLIG 8 minute free preview. So unless you want to show the developers your appreciation, there's no need to pay the 69p for the full version.

Wednesday, 1 April 2015

Soul Calibur V (Xbox 360)

You might be wondering what such a popular and mainstream game is doing on Lunatic Obscurity, the world's greatest obscure videogames review blog, but don't worry, it's just an April fools post (although Patreon subscribers will be reading it on the 30th of March). Rather than do a pointless prank that no-one would ever fall for, I've decided to write about a popular game, but hopefully from a slightly unusual perspective.

I actually like Soul Calibur V a lot, though it's not the mechanics that really excite me, nor do the game's characters and story do anything for me. You might be wondering what else there is in a fighting game to like, and in SCV, that thing is the character creation mode. Now, this game's character creation mode has a lot of problems, from the segregation of a lot of the clothing and hair items by gender, and the narrow choices of items available compared to other games with character creation modes. But there are other factors to take into account.

When we look at other games with character creation modes, the main three cases that come to mind (for me at least) are wrestling games, the Saints Row series and most modern Western RPGs. Now, the things all these cases have in common are restrictions on the stories that can be told with the characters the player puts into them. Wrestling games have a tradition of character creation and customisation going back to the SNES, and the big two series, the WWE games and the Fire Pro Wrestling games are famed for the ability they give players to create an amazing variety of characters. The downside is that they are just wrestling games: the characters will only be wrestling in arenas, playing out wrestling storylines. RPGs and Saints Row have a similar problem, only moreso, in that whatever character the player creates can only ever play the part of The Boss or the Lone Wanderer or whoever.

Soul Calibur V, however, is set in a heavily romanticised, fantasy version of the early seventeenth century, and has an excellent mode that has the unassuming title "Quick Battle". What quick battle mode does is allows the player to take their characters and fight against a couple of hundred pre-made characters, who range wildly in appearance, from monsters to might soldiers to beautiful women to members of royalty. So, in tandem with the character creation mode, SCV allows players to play for hours and hours and hours without interacting with any of the game's characters, or participating in its storyline.

Thanks to all this, I tend to think of Soul Calibur V not as a fighting game, but a little escapist fantasy story-telling game. Each character I've made in the editor has a simple one-line backstory, and when a fight begins, I look at the opponent and the stage (and all the stages are rendered with almost decadent detail and grandeur), and come up with a similarly simple description of what's going on. The mighty warrior who eternally seeks stronger opponents hears tell of a demon lurking in an old, disused temple. The young traveller is led astray by a mischievous fairy with a taste for human flesh, or she has to fight off an agressively xenophobic city guard. A soldier for hire is paid by a magic school to test one of their promising young students in battle, or hired to expel a malevolent spirit that has been haunting the wooded hunting grounds near a village.

This all probably sounds incredibly lame, but I just think it's a nice way to enjoy a game, and to enjoy storytelling through gameplay. And it wouldn't be possible if Soul Calibur V didn't have this exact blend of creation mode, setting, and a mode full of characters with just the right amount of genericity that they can act as puppets for the player to tell their own stories.

Thursday, 15 January 2015

Leucistic Wyvern (X Box 360)


Looking at this game's logo, and the dragon the player controls in the game, you'll probably think the same that I did: that it's some kind of flagrant no-budget Panzer Dragoon "homage". That's an innaccurate thought, though: while the creator was obviously a SEGA fan (the fonts used in-game are also really similar to the fonts seen in AM2 arcade games in the mid-90s, particularly bring the Virtua Cop games to mind), it actually plays more like Space Harrier.

There's none of the locking-on seen in Panzer Dragoon, it's all about flying around (while travelling in a straight line, obviously.) while shooting enemies and trying your hardest not to collide with them, their bullets or any of the bits of scenery jutting out of the ground. The scenery is the only real bad point of the game. It's hard to describe, but for some reason, it's really difficult to judge the positions of the obstacles and the player in relation to each other. It's worst of all in the bonus stages, which have points bonuses floating in the middle of large rings, and despite them being bonuses stages, the player can still lose health during them.

I'd also like to talk about the presentation: the graphics are a strange mix of low poly models, with the sharpness that comes with modern HD console games. There's a minor problem that's actually similar to the SNES game I recently covered, Bishin Densetsu Zoku, in that there's a kind of sparseness in the environments, compared to its SEGA-produced inspiration, and being in 3D makes the stages look like completely empty, incredibly vast wasteland stretching out for hundreds of miles. The music and sound effects are a bit of a weak point, though. The music, though inoffensive, just seems to be there, while the sounds effects seem to have been recorded at different levels of volume.

Though Leucistic Wyvern has a few problems (and it's definitely no contender for Chieri no Doki Doki Yukemuri Burari Tabi's XBLIG crown), it's a fun game to play, and it's definitely worth the 60-something pence it costs.

Wednesday, 21 May 2014

Exelinya Burst (Xbox 360)

It's time for another Japanese Xbox Live Indie Game, and in it, the player controls a tiny sukumizu-clad girl who flies aroun d with a big grabby-arm device. Using said device, they must grab and throw enemies, who come in the form of crudely drawn vegetables. Though the game bears some superficial similarities to Bangai-O, as well as a shared obsession with explosions, the way it plays makes it a pretty unique game.

You character is unkillable, with the only real foe being the time limit. Before time runs out, the player has to score as many points as possible, by grab the enemies and throwing them into each other. Thrown enemies explode, and enemies caught in explosions will also explode, and so on. There's also bosses, who come in
the form of flans and milk cartons, who shoot streams of carrot and radish-shaped missiles (the carrots go in a straight line, the radishes are homing).

There's also a power bar at the bottom of the screen, which goes up and down depending on how many explosions are currently happening. The more full it gets, the larger the explosions get. When it's completely full, large red explosions will occur, that also slightly increase the amoumnt of remaining time. So obviously, the game revolves entirely around creating more, bigger explosions, to score points, to regain time, and to cause more explosions.

Obviously, the time lmit and constant explosions give the game a manic pace, and this is also aided by the
music. There's a few different tracks, and the game seems to switch between in a semi-dynamic way. I'm not sure exactly how it chooses which track to play at a given time, whether it's based on the current amount of enemies or explosions on-screen, or maybe the remaining time or some other myserious algorhythm, but it always fits.

Though it's not a must-buy like Chieri no Doki Doki Yukemori Burari Tabi, I still totally recommend Exelinya Burst. It's only 69p, and the nature of the game means you can probably easily fit a whole credit into the 8 minute default demo time that XBLIG games offer to see if it grabs you.

Friday, 14 March 2014

Chieri no Doki Doki Yukemuri Burari Tabi (X Box 360)

The X Box Live Indie Games marketplace has a pretty bad reputation, thanks to the millions of games about chatting up girls, and trillions of games with titles containing some combination of the words "zombie", "craft", "epic" and "pixel". But among all of those, there are a few gems to be sought out. I've probably made a bad decision by choosing this one to write about first, since it's definitely my favourite game on the entire XBLIG
marketplace.
In it, you play as a young girl who was enjoying a nice day at the hot springs with her dad, when suddenly, the bottom of the spring gives way, and dad's sucked down into a pit full of malicious ducks and monkeys. Obviously, Chieri is compelled to jump into the pit and save her dad, armed only with a squirt bottle and a rabbit. The least likely of these two weapons, the rabbit, is the gimmick on which the game hangs. All over the screen, there are flashing "hooks", similar to those seen in ChainDive, onto which the rabbit can grab (an action performed by the player pressing and holding A), with Chieri hanging on by a chain. While attatched to a hook (or even an enemy!), pushing the analogue stick will make Chieri lean in the direction pushed, shooting bullets from her squirt bottle in the opposite direction.
There's a few types of enemies in the game: Ducks, who paddle along the bottom of the screen in groups, monkeys, who float down from above in wooden buckets, and revolving turret-things that stay in one place. There's also bosses who appear every now and then, in the form of giant floating meatbuns with an increasing number of smaller meatbuns orbiting it. The bullets the enemies fight are turned into harmless fruit when they pass through the chain, and the fruit all instantly fly towards Chieri when the chain is released. Collecting a
certain amount of fruit earns an extra life, with the amount increasing everytime it's reached. But, as the game goes along, the enemies gradually get more enthusiastic in shooting larger amounts of bullets that be cancelled into fruit. So it all works out in the end, which is nice.
Anyway, I've already said that I love this game, so obviously I recommend it, especially since it's only about 70p. Searching for Japanese games on the XBLIG marketplace is a pain, tough, so just buy it on the xbox site here and have it appear on your console's download queue. The developers also have a website here, and it appears they mostly make fangames using characters from existing series, like Cardcaptor Sakura, Lilith from the Darkstalkers series.