Saturday, 21 July 2012

Brave Prove (Playstation)

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

Wednesday, 18 July 2012

Disc Station MSX #06

Sorry if anyone's disappointed by this, but I've skipped a couple of DSMSX volumes, simply because they have nothing interesting enough for me to write about on them. Volume 6 isn't exactly packed, either, but it'll do.
Disk one is where most of the action is for this volume. The first interesting thing is a "Kids" minigame, which has you trying to put facial features on a face. The catch is that you can't see the face or the features you've already put down. You won't get hours of fun out of this, but you will get at least a minutes or two of childish amusement when you make a horribly disfigured face.
The sole full game on this volume is Taito's Xyzolog. I really, really like this game. You control a red ball that rolls around single screen stages avoiding enemies and turning off red lights by touching them. Once all the red lights are off, you go to the next stage. Your only means of defence is to self destruct, releasing a bunch of smaller balls that destroy any enemies they hit. This takes one of your lives away, but it's better than dying by touching an enemy because you score points for the enemies you take out, the red lights don't get reset like they do when you die normally, and it gives you a few seconds until the enemies respawn. To balance things out, you get an extra life for every stage you complete. The movement of your red ball is pretty great, too: there's hills and pits in the stages, and the way you have to build up momentum to climb steeper hills feels perfect.
Another thing I like about this game is the way it looks. It has incredibly striking visuals mostly using just a few shades of blue and grey for the backgrounds. There's a nice, clean 1970s sci-fi feel to it all.
There's also the usual pixel animation, albeit an incredibly boring one this volume round: there's some fish swimming in the ocean, like a mid-90s screensaver.
Disk 2 is a bit of a wasteland, mainly containing all the magazine-related content. The only remotely interesting thing in here is a demo for some kind of Gundam strategy game. Though I couldn' even work out how to start playing, it did have some nice artwork.