Thursday, 18 August 2016

New Sinbad 7 (Arcade)

I like to think that I'm too intelligent to be taken in by advertising, but in the case of New Sinbad 7, it was not just the game's promotional flyer, with its striking sci-fi/fantasy hybrid art, but also the bizarre slogan on that flyer, loudly proclaiming "SEVEN TIMES SEVEN SORCERERS OF OLD SOUGHT SINBAD 7", that totally caught my imagination and led me to playing the game. It's a great little turn of phrase though, isn't it? It's so mythic and dramatic.

The game itself is a little less so, however. It's a maze game, that's pretty primitive-looking, even compared to other games from 1983, and you play as sinbad, represented by what appears to be some kind of tiny green bird, who flies around mazes shooting butterflies. In the centre of each maze, there's a temple with a treasure or a key in the middle of it, and for each monster you kill, a small block of the temple disappears, until a path has been cleared to the bounty within. If there's a treasure there, you collect it and simply go on to the next stage. On collection of a key, a door will open somewhere on the stage, which leads to another screen, on which there's a formation of blocks for you to shoot, and while you're doing that, some of the blocks will occasionally break off and start haphazardly flying around the screen. Shoot all the blocks, animate or otherwise, and you go on to the next screen.

It's a very simple game, and I do like the path-clearing mechanic, and the fact that you can shoot the enemies' shots. In conjunction with the fact that you're limited to two shots at a time means that realistically, you'll win a gunfight with one enemy in a couple of seconds, but with two or more enemies coming at you from the same direction, you'll quickly end up dead. I like that small-scale bit of mechanical certainty: you know exactly what you can do, and so you can instantly assess which situations can be worked to your benefit. Unfortunately, the "block" stages don't really allow for any of that kind of strategising, with your enemies randomly bouncing around the screen faster than both your movement and your bullets, making clearing them mainly down to luck.

I can see that they wanted to break up the main stages in fears of the game becoming repetitive, but those block stages are boring, unfair and generally terrible. New Sinbad 7 wouldn't have been some great classic without them, but they definitely make it a worse game than it would otherwise have been. I don't recommend playing this game, but I do really recommend you go and look up its flyer.

Saturday, 13 August 2016

Project Minerva Professional (PS2)

It's odd that this game got a western release, since it's a weird kind of celebrity vehicle thing for Norika Fujiwara, an actress who isn't well-known in the west at all (the only thing that westerners might know on her IMDB page is the live action movie based on the comic Boys Over Flowers). Even more oddly, the game's opening credits list er as "Star and Planner", though I assume her role in planning was just agreeing to be in a game, and possibly having the enemies be robots because she didn't want to be seen as a bloodthirsty mercenary? Or maybe it really was a passion project for her, and she genuinely had a bunch of ideas for an action game in which she wanted to star?

If this game was made in the west, about a western model/actress/general celebrity, it'd probably be very different. Look at Kim Kardashian's game, for example: a phone game about fashion and fame and all that sort of thing. Project Minerva Professional, by contrast, is a military/sci-fi themed squad-based 3D shooter. Norika "plays" a woman named Alicia, who is the leader of a military task force charged with saving humanity from the evil robots manufactured by Minerva Corporation. This is done in a series of missions (I hear there's over a hundred, though I've only played through about six of them), with various typical squad shooter objectives: kill a number of enemies, plant bombs in certain locations, rescue the hostages, and so on.

Now, though I do think it's a bit of a shame that almost all modern 3D action games use a near-identical dual analogue control scheme, I think the fact that Project Minerva came out before that layout had been standardised is what really hurts it the most, more than the useless squad members running around like headless chickens, and more than the very simple (and Simple Series-esque) stage layouts and mission parameters. (Though it wasn't originally released as a Simple Series game, it really does feel like one, and actually got a rerelease a bit later as The Simple 2000 Ulitmate Series Vol. 23). Alicia is moved with the left stick, the right shoulder buttons are used for aiming your gun and looking through your binoculars, and the left shoulder buttons are used for centering the camera behind Alicia, which is the only direct control of the camera you get. Another typical (and hated) trait the game has in common with a lot of Simple Series games is the insane level of grinding. Weapons and armour are slowly made available in the shop, and once they're available, they still need to be bought, with insane prices that require several stages to be completed before they can be met.

You might wonder what the right analogue stick is doing, and it does nothing besides being a duplicate of the controls mapped to the d-pad, which are used for selecting and giving orders to your underlings. There's lots of other weird quirks in this game too, like how enemies don't appear on the radar unless you look at them through your binoculars and "mark" them, which has to be done for each enemy individually. You also have very little offence or defence at short ranges. There are some short range weapons, but they aren't great, and  you can't move and shoot at the same time: to shoot, you hold down R2 to look through your weapon's scope, aim with the left stick (so you can't move at the same time), and shoot with the square button. To make things worse, the direction you'll be looking in when you hold R2 isn't necessarily going to be the direction the camera is pointing in beforehand, making it very difficult to quickly aim and shoot at enemies. Unlike the clunkiness of Deep Water, this awkwardness doesn't add anything to the game, it is just annoying awkwardness.

Having said all that, there is some fun to be had in Project Minerva Professional. Since the late 90s, it's been a widely held opinion that there's a certain satisfying thrill to be had in shooting far away enemies through a scope, and that does still apply in this game, even through all the clunkiness of the controls and the weirdness of the camera. There's still dozens, and probably even hundreds of better games that offer the same thrill, though, so unless you really love the aesthetic of early PS2 games, you should just go for one of those over this one.