So, I thought I'd try out something different with this post: rather than talking about a game that's already been overlooked, I'm going to talk about the demo for a game that isn't out yet, and of which my readers might not be aware.
So, some of you might be aware of the Japanese PC developers Astro Port, with their catalogue of shooting games, as well as the awesome Assault Suits-alike Gigantic Army. And I'm sure that most of you will know of the recent Comiket 87. Astro Port didn't release a new game at C87, but they did release this demo of their upcoming game.
It's a shooting game, and in keeping with Astro Port's other shooters, it's of an old-fashioned, pre-bullet hell design, ala Gradius, R-Type, Darius, and so on. It also has a really cool, fairly unique gimmick, though: as well as the fire button, there's also a warp button. When held, the warp button freezes time and gives the player a cursor to move around the screen. When the button's released, the player's ship warps to wherever the cursor was, hitting any enemies between the two locations with a slashing attack, and ignoring any walls or other obstacles in the way. There's also no power-ups in-game, but instead a more RPG-esque system of putting points into different stats, with more points being rewarded between stages.
I've played to a little over halfway through stage two, and not only do I love the gimmick itself, but the stage design perfectly compliments it. The first stage is an introduction to the use of the warp, while still managing to be a pretty robust challenge, while the second stage is totally merciless, expecting the player to have mastered warping around and all the little nuances of the game's controls.
I definitely recommend getting this demo (from here), and I look forward to the full game being released. The only issue I have is a very minor issue: It would be cool if there were some kind of points incentive for destroying or damaging enemies with the slash attack, rather than shooting them.
Thursday, 1 January 2015
Thursday, 25 December 2014
Kotobuki Grand Prix (Playstation)
Augh, this game is terrible. I'd seen it around before I'd actually played it, and wondered if it might be one of those budget-priced hidden gems, of which there are so many on the Playstation and PS2. Then one day, I needed to find an extra game to meet a shop's minimum purchase for paying by debit card, so I took the plunge and bought Kotobuki GP.
Obviously, it's a light hearted racing game, in the time-tested Mario Kart knock-off mould, even down to copying the little mini-jump thing that Mario Kart has. The graphics are okay, considering it's a PS1 budget title, and not even a part of the Simple 1500 Series at that. Although even this concession of going easy on the game because it's a budget title can be eschewed once you realise that it was actually a full price release in 1999, rereleased by its publisher as a budget game two years later. The European release didn't come until 2003, when budget publishers selling Japanese games they licenced on the cheap were pretty much all that was left in the world of Playstation releases.
Why is it so bad? Well, there are a number of problems, with three in particular taking centre stage. Firstly, each track has a set number of items available, and they don't respawn. So by the final lap, there'll be none left, which is very odd for game of this type. Secondly, all the racers feel both slow and unweildy. There's just no joy, no speed, and no satisfaction to be found in racing around the tracks. Thirdly, every track, from the easiest to the hardest, has at least one completely unforgiving 90 degree corner that's almost impossible to take without crashing.
There lots of other flaws, too, like the almost complete lack of structure in the game's Grand Prix mode, or the awful sound effects and music, but generally, I'd strongly advise against playing this game. It's so bad that it's actually depressing. The one positive thing I can say about it is that the same day I bought it, I also bought Ridge Racer V.
Obviously, it's a light hearted racing game, in the time-tested Mario Kart knock-off mould, even down to copying the little mini-jump thing that Mario Kart has. The graphics are okay, considering it's a PS1 budget title, and not even a part of the Simple 1500 Series at that. Although even this concession of going easy on the game because it's a budget title can be eschewed once you realise that it was actually a full price release in 1999, rereleased by its publisher as a budget game two years later. The European release didn't come until 2003, when budget publishers selling Japanese games they licenced on the cheap were pretty much all that was left in the world of Playstation releases.
Why is it so bad? Well, there are a number of problems, with three in particular taking centre stage. Firstly, each track has a set number of items available, and they don't respawn. So by the final lap, there'll be none left, which is very odd for game of this type. Secondly, all the racers feel both slow and unweildy. There's just no joy, no speed, and no satisfaction to be found in racing around the tracks. Thirdly, every track, from the easiest to the hardest, has at least one completely unforgiving 90 degree corner that's almost impossible to take without crashing.
There lots of other flaws, too, like the almost complete lack of structure in the game's Grand Prix mode, or the awful sound effects and music, but generally, I'd strongly advise against playing this game. It's so bad that it's actually depressing. The one positive thing I can say about it is that the same day I bought it, I also bought Ridge Racer V.
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