I'm sure anyone reading a blog like this will be familiar with Hokuto
no Ken (also known as Fist of the North Star) from one place or
another, and even if you aren't, you'll probably have played or watched
or read something that was influenced by (or just straight up stole
from) it. Even today, decades after the original comic finished, it
still gets licenced videogames, cartoons and other stuff. This isn't
even the only Hokuto no Ken game on the DS, though the other one is a
Pachinko simulator, so it barely counts.
This one,
however, is what could most simply be described as an interactive comic.
If that brings up unpleasant images of tedious visual novels and the
like, don't worry, it's nothing like that. Instead, you're shown panels
from the original comic, and when a fight breaks out, you have to
perform various touchscreen things to get through it. Since this is a
Hokuto no Ken game, the most common thing the game wants you to do is
hit the badguys' pressure points in quick succession, but there's also
various other things, like carefully tracing lines or circles, to
simulate blocking and countering attacks, as well as variations on
pressure point-hitting, like hitting them in a certain order, or hitting
a single point many times as quickly as possible.
In
fact, as you progress through the game, there'll be chapters in which
you plays as characters besides Kenshiro; namely, Rei and Raoh. Raoh,
being a fellow Hokuto Shinken practioner, plays in much the same way as
Kenshiro: hitting pressure points and making guys explode. Rei's Nanto
Suichoken attacks are executed differently, though, with the player
having to precisely slash across thin lines to cut enemies apart. I
don't know if making Rei's stages significantly harder was the
developers' intention, but it definitely came out that way.
Though
it's a fun game, there are some negative points: the production values
are very low, as not only is there no actual animation in-game, but
there's also some stupid little errors, like how easy it is to
accidentally start a new game on the title screen, which immediately
deletes any progress you'd previously made. Also, when replaying stages,
the game simply saves the most recent score you got on a stage, rather
than always keeping the highest. There's also the fact that all the
extras, like the character profiles and quiz mini-game are useless to
the Japanese-illiterate, though it'd be unfair to blame the game for
that, really.
If you're a big HnK fan, and you can pick
this up cheaply (which you probably can), I definitely recommend giving
it a try. It's a fun little game, and the colourised comic panels do
look really great, too.
Friday, 3 July 2015
Saturday, 27 June 2015
Moto Roader II (PC Engine)
I don't know a lot about the PC Engine, and the mareting strategies
of the companies that made and published games for it, but I think it
might be a fair estimate to say that it probably leant towards the otaku
end of the market. I say this because it seems like a higher proportion
of its sports and racing games have fantasy or sci-fi themes than most
consoles, and because a lot of PC Engine games have artwork of
scantily-clad anime girls liberally strewn throughout. Moto Roader II
is, of course, a futuristic racing game with such teenage boy-baiting
artwork featured on its menus and pre-race screens.
For a 1991 console game, there's a fair bit of depth in there too, though. There's three kinds of vehicles to pick from (car, tank and hovercraft), and you can pick a different one for each race. You can also buy upgrades for the tires, body and engine for each vehicle, to improve their steering, health and speed, respectively. Oh yeah, there's health meters, and once they reach zero, it's an instant game over, which is a little unfair, as CPU drivers simply get an automatic last place (even if mor than one drops out), and get to come back in the next race. There's also consumable items to buy, like weaponry (the freeze gun is partcularly brutal) and a one-use repair item. Between the three different kinds of vehicles, there's the usual variations in speed and durability and the like, but one interesting addition is that the hovercrafts, since they float above the ground, can only crash into other hovercrafts.
There's only a few different themes for the tracks, though I guess if it were a more realistic racing game, there'd only be one, so this isn't worth complaining about. Furthermore, there's a couple of different tracks for each theme, and on higher difficulties (and towards the end of the easiest difficulty), the game makes newer, longer tracks by bolting together more than track, with a glowing red tunnel to transition between the different themes.
Moto Roader II isn't a classic, and I'd go as far as to say that it's barely noteworthy at all. But It's a pretty fun game, like a nerdier version of the Micro Machines games. Though I've only been able to play it single player, it does support up to five human players, which I can only assume enhances the game massively.
For a 1991 console game, there's a fair bit of depth in there too, though. There's three kinds of vehicles to pick from (car, tank and hovercraft), and you can pick a different one for each race. You can also buy upgrades for the tires, body and engine for each vehicle, to improve their steering, health and speed, respectively. Oh yeah, there's health meters, and once they reach zero, it's an instant game over, which is a little unfair, as CPU drivers simply get an automatic last place (even if mor than one drops out), and get to come back in the next race. There's also consumable items to buy, like weaponry (the freeze gun is partcularly brutal) and a one-use repair item. Between the three different kinds of vehicles, there's the usual variations in speed and durability and the like, but one interesting addition is that the hovercrafts, since they float above the ground, can only crash into other hovercrafts.
There's only a few different themes for the tracks, though I guess if it were a more realistic racing game, there'd only be one, so this isn't worth complaining about. Furthermore, there's a couple of different tracks for each theme, and on higher difficulties (and towards the end of the easiest difficulty), the game makes newer, longer tracks by bolting together more than track, with a glowing red tunnel to transition between the different themes.
Moto Roader II isn't a classic, and I'd go as far as to say that it's barely noteworthy at all. But It's a pretty fun game, like a nerdier version of the Micro Machines games. Though I've only been able to play it single player, it does support up to five human players, which I can only assume enhances the game massively.
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