There was a nice little trend in the late 90s, of 3D fighting games being released on home consoles with no prior ties. That is, they weren't related to existing games franchises and they weren't ports of arcade fighters. Most of them never got much attention beyond small cult followings, maybe a geocities fansite here or there, and as a result, most of them never got sequels and are mostly forgotten. Daigo no Daibouken is one of those games.
As far as I can tell, it's a completely original creation: no anime license, no arcade version, nothing. But you wouldn't guess if you weren't told, as the presentation on all levels is amazing. Not only does the game itself look great (a point I'll get back to later), but it's a total package that must have either had a pretty high budget or been a labour of love for the developers. It starts right from the outset, with the game having probably the best character select screen I've ever seen, depicting a room with a large window with a cliff outside, and all the playable characters just hanging out in the room (and on the cliff). Then there's the gallery, where each character not only has a bunch of the usual character design art and so on associated with them, but bizarrely, they each also have a selection of lovingly drawn food items. It's just a great, complete package that makes the game feel like it's a part of an existing series, despite being a one game wonder.
As for how the game actually plays, you have to remember that a lot of these games fell into obscurity because while they were enjoyable enough games, they just weren't in the same league as the games coming to consoles from the arcade. Daigo no Daibouken is no different in that regard, but it does combine a few nice little touches from other games (some of which actually came out years after it) that give it its own feel. It uses a 3-button control scheme similar to more modern fare like Marvel vs. Capcom 3 and Blazblue. It also has an anime-style super meter that has to be charged manually by holding the taunt and strong attack buttons together. You can also easily put together cool-looking normal combos by mashing the weak and medium attack buttons. Blocking is a weird one in this game: as well as holding back to block, it seems that holding forward also blocks, and possibly also pressing an attack button at the exact time of impact ala Asuka 120% Burning Fest.
Going back to the in-game graphics, they're excellent. This little subgenre of fighting games has been getting attention in some circles recently, because of their colourful aesthetics and crazy character designs. While most of the characters in this game aren't as out-there as in other games, it's definitely very colourful, and the character models themselves look great. I don't know whether it's a case of excellent modelling, well-drawn textures or maybe both, but they look amazing.
All in all, Lightning Legend: Daigo no Daibouken is a pretty good game. It won't set your world on fire, but it's enjoyable enough, and a lot of love clearly went into making it.It's definitely worth a shot.
Saturday, 6 May 2017
Monday, 1 May 2017
Hiho Densetsu: Chris no Bouken (PC Engine)
Sometimes, certain games get a reputation of being incredibly, unplayably difficult, accessible to only the most resilient of players. A few of these games deserve such a reputation, but in a lot of cases all the games really require is a slightly higher level of dexterity than most games, and maybe a little pattern recognition when it comes to facing off against enemies and bosses. Though there isn't a lot of english-language writing about Hiho Densetsu: Chris no Bouken floating around out there, what there is does tend to mention the game's difficulty.
It's apparently even considered a Kusoge in some circles, so, just like I inadvertently did with my Renny Blaster review, I'm going to have to buck the trend. I actually thought this game was pretty good! It's nothing special, but it is good enough. The difficulty is mostly just a result of tight design. Every enemy has a very specific set pattern it follows in its movements and attacks, and that includes the bosses. So once you figure those out for an enemy type, you can beat every other enemy of that type with ease. And you get five hit points per life, so it's not like the game's totally unforgiving in that respect.
Another unforgiving aspect is the time limit. Each stage has a certain number of "days" for it's time limit. These "days" are acually only about 20-30 seconds, and you tend to get between three and nine of them to get through the stage, leaving you with no time to meander, you really have to figure things out as quickly as possible, beat enemies with a minimum of fuss and just generally storm your way through. Furthermore, if you die, even if it's during a boss fight, you go back to the start of the stage. Again, other than the "no checkpoints, ever" aspect, this is unforgiving, but still fair. The stages are clearly designed with this kind of play in mind: with one exception, they're totally linear, and it's pretty obvious what you have to do to get past the various obstacles in your way, requiring dextruous skill, rather than puzzle-solving insight.
There's a few interesting original ideas in here, too. For example, you start the game with a near-useless weapon with almost no range. To power it up, you collect two differently coloured orbs: red, blue or yellow. Each combination of two colours gives a different weapon. This itself is cool, but not something that hadn't been done before, even in 1991. What's cooler in relation to this idea is that a few stages into the game a kind of enemy startes to appear who doesn't do any damage to you, but instead steals one of your orbs and runs away, leaving you with the default weapon until you find another orb to go with the one you're left with.
So, Hiho Densetsu is a pretty good game, though it did take a few goes to grow on me. At first the slightly ugly look of it, and the harsh difficulty are off-putting, but stick with it, and it's a fun, satisfying little game.
It's apparently even considered a Kusoge in some circles, so, just like I inadvertently did with my Renny Blaster review, I'm going to have to buck the trend. I actually thought this game was pretty good! It's nothing special, but it is good enough. The difficulty is mostly just a result of tight design. Every enemy has a very specific set pattern it follows in its movements and attacks, and that includes the bosses. So once you figure those out for an enemy type, you can beat every other enemy of that type with ease. And you get five hit points per life, so it's not like the game's totally unforgiving in that respect.
Another unforgiving aspect is the time limit. Each stage has a certain number of "days" for it's time limit. These "days" are acually only about 20-30 seconds, and you tend to get between three and nine of them to get through the stage, leaving you with no time to meander, you really have to figure things out as quickly as possible, beat enemies with a minimum of fuss and just generally storm your way through. Furthermore, if you die, even if it's during a boss fight, you go back to the start of the stage. Again, other than the "no checkpoints, ever" aspect, this is unforgiving, but still fair. The stages are clearly designed with this kind of play in mind: with one exception, they're totally linear, and it's pretty obvious what you have to do to get past the various obstacles in your way, requiring dextruous skill, rather than puzzle-solving insight.
There's a few interesting original ideas in here, too. For example, you start the game with a near-useless weapon with almost no range. To power it up, you collect two differently coloured orbs: red, blue or yellow. Each combination of two colours gives a different weapon. This itself is cool, but not something that hadn't been done before, even in 1991. What's cooler in relation to this idea is that a few stages into the game a kind of enemy startes to appear who doesn't do any damage to you, but instead steals one of your orbs and runs away, leaving you with the default weapon until you find another orb to go with the one you're left with.
So, Hiho Densetsu is a pretty good game, though it did take a few goes to grow on me. At first the slightly ugly look of it, and the harsh difficulty are off-putting, but stick with it, and it's a fun, satisfying little game.
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