I'm sure the fine, discerning readers of this blog will be familiar
with the Neo Geo puzzle game Money Puzzle Exchanger, which combined the
fast-paced gameplay of Magical Drop with the excitement of mental
arithmetic. But if any of you aren't, instead of matching colours, the
player matches denominations of currency: five ones make a five, two
fives make a ten, five tens make a fifty, two fifties a hundred, five
hundreds a five-hundred and two five-hundreds disappear. According to
legend, the similarities between Money Puzzle Exchanger and Magical Drop
were so great that Data East sued the devloper, FACE, into bankruptcy.
I'm not sure how true this story is, since the game managed to get
ported to Playstation and Game Boy.
But anyway,
what does any of this have to do with Mouja? Well,Mouja is like a
version of Money Puzzle Exchanger without the Magical Drop plagiarism:
rather than Magical Drop's idiosyncratic "pulling orbs down and
thrusting them back up" mechanic that MPE stole, Mouja has a more
traditional "orbs fall into a pit from above in pairs". Otherwise, it
has all the arithmatical fun seen in FACE's allegedly ill-fated game. In
fact, the "one" coins look exactly the same, too, but it's a pretty
simple design anyway, and the other coins all look different enough.
Mechanically,
it's alright. I prefer Money Puzzle Exchanger though, since Magical
Drop is my favourite puzzle game series, and MPE is like a nice little
variant on the theme. Mouja feels a little clunky and reliant on luck as
much as skill. There is a huge problem with this game, however: the
single player game is brutally, sadistically difficult. A lot of arcade
games are harder than they need to be because they want players to get
addicted and feed more coins in and continue their way to the end. Some
arcade games are hard because they're legitimately well-designed games
designed for skilled players. Mouja, on the other hand, feels like it is
the outcome of one of two scenarios.
The first
scenario leans on something I once read about videogame AI: that
programmers make it as good as they can, then scale it back to make it
fair on human players. It sounds feasible, and Mouja feels like the
programmers might have done the first part and forgot about the scaling
back. The second possibility is that it really is a game designed with
sadism in mind, and evidence backing this up comes in the form of the
game's scoring system: not only is it fairly inscrutible, but sometimes
scores go down and even into negative numbers, with no explanation.
Obviously, I can't really recommend Mouja, except as an exhibit to satisfy your grim curiosity.
Monday, 8 June 2015
Sunday, 31 May 2015
Bujingai (PS2)
There's pretty much one thing everyone knows about this game, if they
know anything about it at all, and that's that famous Japanese
musician/actor/general celebrity Gackt lent his likeness to the main
character, Lau Wong. The thing is, Lau mostly just looks like what you
would picture in your head if someone asked you to imagine the young
male protagonist of a Japanese-developed PS2 game. The game's set in a
lavishly realised world that combines the aesthetics of a near-future
cyberpunk world with those of stereotypical Chinese wuxia fantasy, and
it's a fast-paced 3D platform/beat em up. In fact, my friend who lent me
his copy for this review described it to me as "the game he wished
Devil May Cry was".
It is definitely very similar to the Devil May Cry series, especially the third entry, whos release date it preceds by over a year. You go about the levels, swordfighting monsters and demons and the like, as well as doing a bit of platforming here and there. Gackt aside, the game's real gimmick is how it incorporates that aforementioned wuxia influence in both its combat and its platforming.
At its most basic, the combat is similar to most 3D beat em ups: you mash a button to perform combos, hold a shoulder button to lock onto a single enemy, and use the jump button while locked on to roll around and dodge. The attack animations are very stylised, with Lau flipping and spinning and generally engaging in lots of movement and acrobatics while performing even his most basic combos, but the game really comes into its own when fighting an opponent who also weilds a sword and has their own defence meter. When you're locked onto an enemy, if you're not attacking when they attack you, their attack is parried, and you can then counter by quickly attacking, which depletes your defence meter, but only very temporarily. When facing an enemy who also has this skill, the fight turns into a dramatic clash of flailing swords and counters countering counters and so on, and it does a good job of making combat feel and look really cool and fun.
As for the platforming, the wuxia influence is really just a spin on the old wall-running gimmick, just animated in a way that looks nicer, and of course, the skilled player can also jump and flip off of walls on which they are running, and start running on a nearby wall. It takes some practice, but like the combat, it's a small, simple thing that just makes playing the game a little bit more satisfying.
Bujingai is a game that definitely recieves my recommendation. It looks great, sounds great and it's both fun and satisfying to play. A quick look at ebay also tells me that it's available for only a few mere pounds, too!
It is definitely very similar to the Devil May Cry series, especially the third entry, whos release date it preceds by over a year. You go about the levels, swordfighting monsters and demons and the like, as well as doing a bit of platforming here and there. Gackt aside, the game's real gimmick is how it incorporates that aforementioned wuxia influence in both its combat and its platforming.
At its most basic, the combat is similar to most 3D beat em ups: you mash a button to perform combos, hold a shoulder button to lock onto a single enemy, and use the jump button while locked on to roll around and dodge. The attack animations are very stylised, with Lau flipping and spinning and generally engaging in lots of movement and acrobatics while performing even his most basic combos, but the game really comes into its own when fighting an opponent who also weilds a sword and has their own defence meter. When you're locked onto an enemy, if you're not attacking when they attack you, their attack is parried, and you can then counter by quickly attacking, which depletes your defence meter, but only very temporarily. When facing an enemy who also has this skill, the fight turns into a dramatic clash of flailing swords and counters countering counters and so on, and it does a good job of making combat feel and look really cool and fun.
As for the platforming, the wuxia influence is really just a spin on the old wall-running gimmick, just animated in a way that looks nicer, and of course, the skilled player can also jump and flip off of walls on which they are running, and start running on a nearby wall. It takes some practice, but like the combat, it's a small, simple thing that just makes playing the game a little bit more satisfying.
Bujingai is a game that definitely recieves my recommendation. It looks great, sounds great and it's both fun and satisfying to play. A quick look at ebay also tells me that it's available for only a few mere pounds, too!
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