If any development studios could be considered auteurs, Sandlot would
definitely be among them. There are a few things their games tend to
feature: giant things (especially robots), destructible environments,
unorthodox control schemes, huge amounts of missions and similarly huge
amount of options with regards to how players tackle those missions.
Chou Shoujuu Mecha MG has all of these things. You might have gathered
this from the title, but it's a game about giant robots. Specifically,
it's a game about controlling giant robots. This might seem an odd
distinction to make, since most games are about controlling things, but
CSMMG takes it to a new level. There are many selectable mecha in the
game, and they each have unique control schemes.
In what must be one of the best uses of a touch screen gimmick, though
all the mecha use the d-pad or face buttons to move around, they each
have a unique control panel on the DS's bottom screen. The control
panels all have various switches, buttons, dials and other stuff for
controlling weapons and other functions the mecha have.
They aren't just lazy reskins, either: each one is different to all the
others, there's a robot samurai that turns into a racecar, a giant toy
robot that has powerful weapons, but needs to be regularly wound up, a
bow-wielding robot that has you pulling back and releasing arrows on the
touchscreen.
The variety also stretches to the missions. There's the obvious combat
missions, against gangs of generic enemies, as well as solo mecha with
similar diversity in design as your own, there's moving huge objects
around, destroying stuff, races, contests to destroy more stuff than
your rival and so on.
I definitely recommend Chou Shoujuu Mecha MG: it's fun, there's tons of
stuff to do, and it looks great. The only problem with it is that i
can't really talk more about it without just listing the cool things
that are in it.
Friday, 13 March 2015
Sunday, 8 March 2015
Kaze no Notam (Playstation)
You might have already seen the boxart
and title screen for this game posted on tumblr before. For some
reason, though, no-one seems to have actually taken any in-game
screenshots, and with the exception of a miserable, point-missing review
on GameFAQs, no-one seems to have written on the game, either.
So what you probably aleady know is that it's a game about riding around
in a hot air balloon. It's a product of Artdink, who seemed to be
having something of an experimental period in the mid-90s, with this
along with other non-traditional games like Aquanaut's Holiday and Tail
of the Sun. So, what you might be wondering is how they made a game out
of Hot Air Ballooning, and the answer is: they barely did.
The biggest unique point of Kaze no Notam is its controls. The player
can't just steer their balloon about as they like, and are instead
subject to the whims of the winds. A column on the right side of the
screen shows the direction of the wind at different altitudes, and the
only direct control the player has over their balloon is to ascend and
descend to try and keep themselves in their desired air current.
There are a few different game modes: finding a target on the ground and
shooting it, shooting at three widespread points to make a huge
triangle, and shooting down other balloons. None of them are
particularly engaging though, but that's okay, since they only seem to
be included as a token concession towards traditional videogamery, and
the aforementioned controls mean that trying to beat times or play
efficiently is a fool's errand.
The real point of Kaze no Notam is to just leisurely fly around the
maps, sightseeing and relaxing. The maps are huge, and full of cool
stuff to see: futuristic cities, mountain-topping mansions, ruins of
lost civilisations, and so on. The game lets players pick any of the
maps right from the start, and also gives a choice from a few different
times of day and weather conditions. As if to really hammer home the
point that the game is more about aesthetics and mood than it is about
mechanics and challenge, neither the time nor weather options actually
affect the gameplay at all.
I definitely recommend that you seek out and play Kaze no Notam, for two
reasons. The first is that it's a perfect example of how a videogame
can be more than just its mechanics, and the second that it's a great
little time capsule of a time when the advent of textured polygons was
widening the scope of the kinds of games that could exist, and before
the risk-minimising homogeneity of large-budget game development had
sanitised and narrowed the scope back down.
This game is also known as "Notam of Wind"
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