The Sega Ages series started out as a bunch of 3D remakes of old Sega games, later turning into compilations of often rarer, high-quality emulated titles with generous extras. Obviously, being only volume number 2, Monaco GP is of the first variety. These early titles were almost universally lambasted by all and sundry when they came out, with the remakes of Golden Axe and Space Harrier drawing particular ire. Monaco GP was mostly ignored, though, probably because the original is a lot older than most of the other games, and was only previously ported to a home system once, to the SG-1000 all the way back in 1983.
The original (or rather, the SG1000 port, since the original is not yet emulated in MAME, so I haven't been able to play it) is a pretty great game: the player drives down an endless road avoiding other cars, scoring more points the faster they go. The Sega Ages 2500 remakes has three different modes: arcade classic, arcade original and grand prix.
Arcade classic is pretty much just like the orignal game: go fast and survive as long as you can. Arcade original takes that concept, with several additions: a selection of different tracks, corners (which are tackled with the shoulder buttons), power-ups that offer things like speed boosts, a temporarily giant car, temporary invincibility and so on, and lines of stars on the track that, when collected, give the player points and extra speed. Grand Prix takes the extra elements from arcade original mode, and removes the endless score-run structure (and with it, limited lives), instead having the player race against time around sets of five tracks.
Arcade original is the worst of the three, since it eschews the one-hit kills of classic mode, it takes ages to actually die, taking the player long past the point at which the game stops being fun. Grand Prix is a lot better, though, taking the updated mechanics and putting them in a structure that never lasts longer than 15-20 minutes, though the time limits are a little too generous on the easy and normal courses. An interesting thing that's shared by both the arcade modes is that the player doesn't start any lives, though extra lives are dealt out at every 20000 points scored, and during the first 60 seconds of a run, the player can die as many times as they like without penalty, allowing players to build up at least one or two lives before the game begins proper.
This game was relased in the west along with a bunch of other early Sega Ages 2500 entries on a single disc as "Sega Classics Collection", which is something I definitely recommend getting hold of.
Monday, 27 October 2014
Tuesday, 21 October 2014
Chaos Break (Playstation)
So, in 1998, Taito released an arcade game entitled Chaos Heat, it's a pretty good game, like a 3D beat em up with guns. I'll probably do a post on it at some point in the distant future. For some reason, Taito, instead of porting Chaos Heat to the Playstation, made Chaos Break, a spin-off set in the same universe (or an "Episode of Chaos Heat", as the title screen puts it).
This port doesn't have the constant, fast-paced action of its arcade parent, eschewing it in favour of Resident Evil-esque exploration and puzzles, in what can only have been an ill-advised attempt to cash in on the popularity of that kind of adventure game on the Playstation at the time. Ill-advised because, while Resident Evil, as an example takes place in an atmospheric mansion, with many unique rooms containing interesting puzzles and memorable items, Chaos Break doesn't have any of those things.
The setting is a scientific facility that's futuristic in the least interesting way possible: everything made out of grey metal, no decoration, sliding doors, all that kind of thing. The rooms and especially the corridors all pretty much look alike, which I guess is realistic for a facility of this type, but in a videogame that contains as much backtracking as Chaos Break, it's not only ugly and boring, but also impractical, leading to endless flicking to and fro between the game and the map screen in the pause menu.
The biggest crime Chaos Break commits, however, is in its puzzles. Using Resident Evil as an example once again, the puzzles in that game included logic puzzles with verbose clues, block-pushing puzzles, fitting items in different slots, and so on. The puzzles in Chaos break are neither fun nor interesting. To find the first password you need to unlock a door, the player simply has to find it written down on a piece of paper found in the possession of a dead scientist found lying around. The second takes the game to new depths, being a randomly generated sudoku puzzle. Not only is the puzzle itself a tedious, slow, laborious chore, it completely shatters any atmosphere or immersion the player might be feeling, which would be bad in a regular game, but remember that Chaos Break is supposed to be a horror game (though the near-infinite ammunition available coupled with the feeble monsters might have already convinced you otherwise) and the sudoku puzzle is like a testament to this game being an awful, poorly thought out mess.
I'm sure you've already guessed, but I don't recommend this game. It's just an ugly, boring mess. Don't play it.
This port doesn't have the constant, fast-paced action of its arcade parent, eschewing it in favour of Resident Evil-esque exploration and puzzles, in what can only have been an ill-advised attempt to cash in on the popularity of that kind of adventure game on the Playstation at the time. Ill-advised because, while Resident Evil, as an example takes place in an atmospheric mansion, with many unique rooms containing interesting puzzles and memorable items, Chaos Break doesn't have any of those things.
The setting is a scientific facility that's futuristic in the least interesting way possible: everything made out of grey metal, no decoration, sliding doors, all that kind of thing. The rooms and especially the corridors all pretty much look alike, which I guess is realistic for a facility of this type, but in a videogame that contains as much backtracking as Chaos Break, it's not only ugly and boring, but also impractical, leading to endless flicking to and fro between the game and the map screen in the pause menu.
The biggest crime Chaos Break commits, however, is in its puzzles. Using Resident Evil as an example once again, the puzzles in that game included logic puzzles with verbose clues, block-pushing puzzles, fitting items in different slots, and so on. The puzzles in Chaos break are neither fun nor interesting. To find the first password you need to unlock a door, the player simply has to find it written down on a piece of paper found in the possession of a dead scientist found lying around. The second takes the game to new depths, being a randomly generated sudoku puzzle. Not only is the puzzle itself a tedious, slow, laborious chore, it completely shatters any atmosphere or immersion the player might be feeling, which would be bad in a regular game, but remember that Chaos Break is supposed to be a horror game (though the near-infinite ammunition available coupled with the feeble monsters might have already convinced you otherwise) and the sudoku puzzle is like a testament to this game being an awful, poorly thought out mess.
I'm sure you've already guessed, but I don't recommend this game. It's just an ugly, boring mess. Don't play it.
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