Firstly, this game has nothing (as far as I can tell) to do with the theme song from Sonic Team's firefighting classic Burning Rangers. Instead, it's an all-female fighting game themed around pro-wrestling. It's obviously a very low budget indie game, and it's very barebones, with nothing more than a single-player story mode and a versus mode on offer. There's also only one background in the game, though each character does have their own theme tune.
It's got some nice mechanics of its own, though, so it isn't just some throwaway vanilla fighter with a wrestling-themed lick of paint. The player has five buttons: a taunt, and hard and light variants of strikes and throws. Unfortunately, the throw buttons aren't very interesting on their own, just performing an irish whip to the side of the screen. But with typical special move direction inputs, they allow each character to have a few special throws, and even super throws. In keeping with the wresting theme, normal strikes do very little damage, and strike specials generally not much more, placing a stronger emphasis on throws than combos. The throw buttons are also used for parrying throws, while strikes are blocked in the usual manner of holding back
The game's strongest point is probably the way it looks: big sprites, bold colours and an oddly smooth style of animation that brings to mind the french tv cartoon Wakfu. The character designs are pretty varied, too: rather than the usual tactic seen in the likes of Stardust Suplex of using real-life wrestlers with the names changed, Burning Angels uses exaggerated cartoonish characters, and though some of them seem a little fetishistic (a leather-clad sadistic heel, a skinny, flat-chested catgirl, etc.), they're mostly okay, and pretty varied too. There's a typical heroic wrestler (very reminiscent of Rumble Roses' protagonist Reiko), a long-legged woman with a heavily kick-based offence, and a female Ultraman parody, among others.
It'll probably never happen, but Burning Angels is a game I'd really like to see some high-level versus play of. I think the emphasis on throws, and the Irish whip move that doesn't really have an analogue in other games would make for interesting viewing. It's worth a look if you want to play a fighting game that's a little different from the norm, though probably only if you have other humans to fight against.
Friday, 18 December 2015
Sunday, 13 December 2015
Snezhaja Koroleva (Arcade)
So, here's a game that was made in the Soviet Union (specifically Ukraine, I believe), for a Soviet audience. Though it was released in 1988, it's apparently based on a 1957 animated film, itself based on Hans Christian Andersen's story The Snow Queen. I haven't seen that movie, but I'm sure it can't be the worst animated adaptation that story's received.
Though some might hold lazy stereotypes about technology in the USSR being primitive in comparision to that of the rest of the world, graphically, Snezhaja Koroleva appears to be on a par with what a lot of videogames looked like in 1988. I definitely wouldn't look too out of place on the Master System or maybe even as a budget-priced Amiga release of that period.
Of course, in terms of aesthetics and game mechanics, it was probably developed in a state of relative isolation from its Japanese, American and Western European peers, and as a result, it has a fairly different structure and feel to it. It's essentially a collection of single-screen mini-games.
You play as Gerda, out to find her missing friend Kay, and on each screen, the goal is to reach the top-right corner, with each screen providing its own obstacles. Oddly, though most of the screens are platformers, the first is a maze, that has you avoiding monsters while picking up roses before heading to the corner to exit. There's some thing of a "Game and Watch" quality to the rest of the screens, as they focus on avoiding or navigating various obstacles, sometimes requiring frame-perfect timing. I was going to say that the game's easy to get through, after I managed it on my second attempt, but then on every subsequent attempt, I totally failed, so who knows? I also had a theory that the game was "allowed" to be easy and just tell a story because it was developed outside of capitalism and the profit motive demanding a challenging coin-muncher. But I guess my own ineptitude has put paid to that idea.
As it is, and as it often is with old games developed outside the "usual" game-developing regions, Snezhaja Koroleva (or Снежная королева, if you like) is more of an endearing curiosity than an unearthed lost classic. Still, it's nice that games like these are preserved for everyone to play, isn't it?
Though some might hold lazy stereotypes about technology in the USSR being primitive in comparision to that of the rest of the world, graphically, Snezhaja Koroleva appears to be on a par with what a lot of videogames looked like in 1988. I definitely wouldn't look too out of place on the Master System or maybe even as a budget-priced Amiga release of that period.
Of course, in terms of aesthetics and game mechanics, it was probably developed in a state of relative isolation from its Japanese, American and Western European peers, and as a result, it has a fairly different structure and feel to it. It's essentially a collection of single-screen mini-games.
You play as Gerda, out to find her missing friend Kay, and on each screen, the goal is to reach the top-right corner, with each screen providing its own obstacles. Oddly, though most of the screens are platformers, the first is a maze, that has you avoiding monsters while picking up roses before heading to the corner to exit. There's some thing of a "Game and Watch" quality to the rest of the screens, as they focus on avoiding or navigating various obstacles, sometimes requiring frame-perfect timing. I was going to say that the game's easy to get through, after I managed it on my second attempt, but then on every subsequent attempt, I totally failed, so who knows? I also had a theory that the game was "allowed" to be easy and just tell a story because it was developed outside of capitalism and the profit motive demanding a challenging coin-muncher. But I guess my own ineptitude has put paid to that idea.
As it is, and as it often is with old games developed outside the "usual" game-developing regions, Snezhaja Koroleva (or Снежная королева, if you like) is more of an endearing curiosity than an unearthed lost classic. Still, it's nice that games like these are preserved for everyone to play, isn't it?
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