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, 26 March 2015

Simple DS Series Vol. 18: The Soukou Kihei Gunground

I've covered a fair few Simple Series games in the past, on the Playstation, PS2 and PSP, but the Simple DS Series warrants a bit of an extra introduction. Like all the other versions of the series, it's a long string of budget games that tend to have fairly generic titles with a few diamonds hidden in the rough. What's special about the Simple DS Series though, is that there seems to be a higher level of technical quality than you might expect from a budget series of games on the original DS. You might expect a lot of cheap-looking touchscreen minigame compilations, but there's a lot of polygon-heavy action games with pretty high production values.

The Soukou Kihei Gunground is an entry into what I feel is a pretty under-subscribed subgenre: military giant robot-themed action platformers whose progenitor is (as far as I know) Assault Suits Leynos. It has most of the common features: parts upgrading, a setting that seems heavily inspired by Soukou Kihei Votoms (obviously), even the missions have the same kinds of objectives and locations that other games have.

There's stages where the player just has to make their way from left to right, stages where every enemy has to be destroyed, stages where certain items have to be defended or destroyed or collected. And they take place in jungles, deserts, mountains, cities and secret bases. Upgrading is pretty simple, with a shop selling new weapons and parts, as well as healing items that can be used during play via the touch screen. (The touchscreen's only use in this game is for changing weapons and using items.) Menus are all in Japanese, but there's plenty of numbers and other visual representation, so navigation won't be too big a problem after you get used to things (and I'm assuming that most people who regularly read this blog can at least recognise the katakana for "save" and "load").

There's also ther option to change the colours of every indiviual part of your mecha, but unfortunately the developers have gone with a "realistic" look for the game, so no matter what colours the player picks, their mecha will still look like an ugly greyish pile of boxes. Most of the enemy mecha, at least, look like boldly coloured green or orange piles of boxes. I assume the developers of this particular title just had problems getting good 3D from the DS though, as all the backgrounds are pretty nice looking pixel art, all colourful and detailed.

The single player game is pretty good, and as I said, it's not a genre with a lot of options, especially on handhelds, but the game also has a pretty great multiplayer option. It actually has two multiplayer options, but the other one's a bit disappointing. They both allow download play with a single cartridge though, which is always nice.

Starting with the disappointment, there's the co-op mode. I was really looking forward to this mode before playing it, teaming up with some friends to smash enemy mecha sounded great, but unfortunately, the missions are so trivially easy with multiple players, there's no fun to be found here. The versus mode is a lot better though. It's pretty much as you'd imagine: each player enters into a small stage and wages battle until only one remains. Since all the available mecha are bipedal, it doesn't have the variety that the similar versus mode found in the SNES game Metal Warriors, but it does have the advantage of being on handhelds, so each player has their own screen.

Yeah, The Soukou Kihei Gunground is a pretty good game. I wouldn't pay a lot for it, but it's definitely worth a look if you happen across a copy going cheap.