Monday, 2 January 2017

Karian Cross (Arcade)

Karian Cross is yet another Korean arcade game, but I think it's by far the most professionally-made and high quality Korean arcade game I've yet featured on this blog. It's a typical versus-style colour matching puzzle game, with chains and junk blocks and all the usual hallmarks that come with the genre. Obviously, though, it does have one unique mechanical element to call its own, and it does display a pretty high standard of presentation, too.

The basic tactics are pretty much a total rip of Puyo Puyo: get three or more blocks of the same colour touching, and they'll disappear, then those above will fall, and if those match too, they'll disappear and so on. Racking up big chains in this manner means dumping lots of junk blocks on your opponent. The first to fill their well up to the top with blocks loses. The unique factor comes in the form of the junk blocks themselves: they're normal coloured blocks, trapped in transparent cubes, and when normal blocks disappear next to them, they're freed from the cubes. Of course, if they match, they disappear.

So a smart player can (and will have to) include the junk blocks in any planning they do while preparing chains. Complicating matters somewhat is the fact that, like a lot of similar games that have multiple playable characters, each character dumps junk blocks on their opponents in different patterns. An interesting twist Karian Cross puts on this is that some characters will have junk blocks coming in from the sides or bottom of the well, as well as falling from the top.

As for the presentation, it's generally of a high quality, with well-drawn characters and backgrounds, and a nice general theme of medieval european fantasy holding everything together. There's one really great little touch in particular, in that each character has differently-shaped blocks: some characters have swords or axes, others have gems or different kinds of fruit, and so on. It gives the impression that unlike a lot of Korean videogames, especially arcade titles, it was made with some real care and passion put into it, and not just as a cheap cash in.

It's always hard when it comes to recommending puzzle games of this type. Most of them are good, sometimes even great, but the problem is, they're all also really similar, and the truth is that the Puyo Puyo and Magical Drop series and Money Puzzle Exchanger are so good, any games that want to offer competition have to offer something really special. Unfortunately, Karian Cross is yet another example of a good puzzle game that just can't compete with the titans at the top of the genre.

Wednesday, 28 December 2016

Frame Gride (Dreamcast)

Before they hit the mainstream with the Souls series, From Software spent years making games aimed at very specific niches, like their slow-paced, high-difficulty first person action RPGs (the most famous of which being those in the Kings Field series), or their super in-depth Armoured Core series of giant robot sims. Frame Gride is, compared to those games, a lot simpler, easier and more accessible. Another difference is in the setting: while the AC series takes place in a futuristic world of capitalism gone mad, Frame Gride takes place in a medieval fantasy world, more akin to the likes of Aura Battler Dunbine or the Vision of Escaflowne, and with mecha that look like grand, ornate suits of giant armour.

It's a game of one-on-one giant robot arena fights, though with controls and setup being a lot simpler than the Armoured Core games. There's only a few different stats for each piece of equipment, and the stats are represented by simple bars, rather than pages and pages full of numbers. The way you acquire more equipment is also simplified: there's neither currency nor shops in this game. Instead, defeating foes rewards you with various gems, and in your home menu, you can combine two of these gems at a time, with each possible combination garnering either a piece of equipment or a "squire", which I'll get onto later. Luckily, there's no need to waste time and gems on trial and error, since the equipment screen does tell you what gems you need to combine for each item.

Now, the squires. They're self-operated robots you can summon to fight alongside you in battle (and your foes can do the same). You get them by combining gems, just like your equipment, and they all have their own properties and different kinds of weapons. They each also have an LF points value, which is like a quota. The maximum amount of LF's worth of squires you can summon depends on which pieces of armour you have equipped. They're not a massive help, but they're better than nothing. Also, destroying your enemies' squires gets you more gems.

The game, other than the menu between fights where you combine gems, change equipment and so on, is very simply structured. You just go from one fight to the next, until, after defeating seven foes, you fight the final boss. It's not a long game, but there's an obvious reason for that, though unfortuantely, it's one that I can't really tell you about in great detail. Frame Gride has an online battle option, and it's clear that it's this the game was built around, with single player being there as both an obligation and a bit of added value. Obviously, there's no way for me to possibly play Frame Gride online in this day and age, so I can't tell you about how it worked. But I can say that it's weird that it was never brought to the west, purely because Dreamcast owners outside Japan were starved of games with online play. Magazines and internet message boards alike would decry the lack of online games being released. We can now see that they did exist, in many genres, but only in Japan, another case of SEGA Europe and America's infamous ineptitude when it came to choosing Dreamcast (and Saturn) games for western release.

All that aside, though, Frame Gride is still a great-looking game, and single player mode is still a fine way to pass an hour or two. There's also a translation patch floating around on the internet, to make things that bit more accessible. I think the version I played must have been an early version of the patch, as I have seen mention online of the game being fully translated, and the version I played still had a lot of Japanse text left untouched. Either way, it's far from impenetrable as it is, and I recommend you give it a try.