The early years of the 32-bit era were a time of great experimentation. The advent of decent texture-mapped 3D on home consoles meant developers were trying to find new genres that wouldn't have been previously possible, and finding ways to take old genres into the third dimension. Willy Wombat falls into the latter category, being an attempt at making a 3D mascot platformer. Unfortunately, I think it came out a year or two too late to be a big success: by 1997, the animal mascot fad had pretty much completely died down, the Saturn was already mostly abandoned in the west, and, to be brutally honest, compared to its contemporaries, WW would have looked pretty ugly and old hat, with its pre-rendered sprites on drably-coloured 3D stages look.
Like you've probably figured out, it's a 3D platformer, about the eponymous wombat. What you might not expect is that he's an ex-cop on the run from the totalitarian regime he once served, and is also searching ancient ruins for six magic gems. The camera is always high above the stage, and can be rotated with the shoulder buttons. You have melee attacks and the ability to throw boomerangs, which can be used to collect items as well as defeat foes.
It's a shame for a couple of reasons. The first is that the character designs were done by Susumu Matsushita, of Famitsu magazine fame, and all look pretty cool in their cutscene portaits and other art, even if their actual sprites are kind of blobby. Secondly, it was clearly made with a view to a worldwide release, with all the cutscenes having full english voice acting, and the main character looking like a mix of Sonic, Indiana Jones and Batman. On the other hand, had it got a worldwide release, there's a good chance it wouldn't have gotten the best reception.
Willy Wombat is a game with problems that go beyond the slightly ugly graphics. Mainly, it's incredibly frustrating to play. The stages are huge, full of enemies, puzzles, traps and pitfalls, so obviously, some of the difficulty is down to deliberate design, which is fine. Unfortunately, everything you do (or try to do) ingame is made all the harder because of how the game works. It's sometimes hard to be sure you're facing in the exact right direction to hit an enemy or dodge a trap or jump over a pit. In fact, fighting crowds of enemies is usually best done by standing still and repeatedly firing while rotating the camera with the shoulder buttons to aim.
Willy Wombat is a game I really tried my hardest to like, but eventually, I just couldn't suck up the frustration any more, and it began to sprout into boredom as I fruitlessly wandered round a stage, looking for the next place to go to. It's just not fun enough to stick with, unfortunately.
Sunday, 10 April 2016
Wednesday, 6 April 2016
Mimi in The Sky (X Box 360)
Along with zombie-themed Minecraft knock-offs and creepy photo-based dating sims, twinstick shooters are one of the most common genres on X Box Live Indie Games (how odd it is typing that in the knowledge that before long, we'll only be able to refer to it in the past tense. I really hope we don't lose the ability to play the games we've bought). Most of them don't really have any way of standing out from the crowd, though there are some exceptions. Early example I MAED A GAM3 W1TH Z0MB1ES!!!1 stood out despite the tired zombies premise through its unique " dancefloor at a dingy rock club" atmosphere. Mimi in the Sky is another one that stands out, though its unique nature lies more in its mechanics.
You see, the game's main hook is that it's a twinstick shooter with the design sensibilities of an arcade shooter, if not the prodction values (though that's obviously forgivable considering the circumstances of its existence). Like a lot of Japanese shooters in this post-Touhou world, you play as a flying little girl, beset from all sides by ghosts, witches, flying squirrels and other enemies. As you destroy them, two things happen. The most immediately obvious is that they release a load of grey numbers. These are points items, the bigger the number, the more the points. Also, the closer you are to the enemy when they're detroyed, the bigger the numbers will be. The other thing is that a meter at the bottom will gradually fill up.
When that meter's full, you can use the right trigger to perform a dash. The dash is a useful move, it provides a split-second of invulnerability and destroys any enemies through which it passes, no matter how big. Destroying enemies by dashing fills up yet another meter, which is activated as soon as it fills, starting fever mode. Fever mode offers no perks regarding your ability to destroy enemies or avoid their attacks, but instead vastly increases the scoring potential. While fever mode is in effect, the grey numbers will be multicoloured, and worth vastly more points.
As the game goes on, bigger and stronger enemies appear, and from the point at which the large witches floating in the foetal position appear, you can stay in fever mode almost continuosly (as dashing through one of them is enough to completely fill the meter). Shortly after this happens, though, the game gets a lot more dangerous, as thicker hordes of smaller enemies start appearing, along with enemies that fire aimed lasers that go right across the playing field, as well as enemies that fire rings of revenge bullets in every direction and so on.
Mimi in the sky is a pretty good game. It's no threat to Chieri no Doki Doki Yukemuri Burari Tabi's crown at the top of XBLIG shooting games, but it's worth the 69p it costs to buy it. It's listed with its title in Japanese, so to save you the bother of trying to find it yourself, here's the link.
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