You might remember that a while back, I reviewed the arcade game Palamedes, which was all about matching dice and forming hands and so on. Palamedes II is the sequel to that game, obviously. It's still about matching dice and forming hands, but it's been completely re-jigged to make a much faster, more competitive game.
The most obvious difference compared to the first game (and the only one that Wikipedia mentions) is that the dice now rise up from the bottom of the screen, rather than descending from the top, but there are many more changes. For example, while before, your character held a die, and you would cycle through the sides, throwing it up to hit a matching die above. Now, you press a button to shuffle the column of dice directly beneatht you, and another to take the top of the column. Complicating this is the fact that you can only take a die that is the same, or one higher or lower than the last die that was taken. This is simple enough to keep track of in the single player endurance mode, but when you've got an opponent, the same "last die taken" applies to both players, which offers an extra little strategic element as you try and ruin your opponent's hands while building your own.
The hands themselves have also changed, as they're now made up of only four dice instead of six, which means versus games are a lot faster, with both sides forming hannds and cashing them in every couple of seconds, and as a result, both characters moving up and down the screen quickly. It's pretty exciting, and a good change all round, even if it does take away the satisfaction of forming a nice clean 1-2-3-4-5-6 hand like in the first game. I should probably mention that as the dice are ascending up the screen, the characters stand on a platform on top of them, and you lose when your character is crushed between their platform and the ceiling. Oh, and forming hands erases rows of dice from beneath you, and forces the same number to quickly rise up beneath your opponent. Those are pretty important details, but I just couldn't find a place to fit them in until now.
I've said this before about competitive puzzle games, but though Palamedes II is a great game, it's in a genre with some pretty much perfect entries in the form of the Puyo Puyo series, the Magical Drop series, and in more recent times, Puyo Puyo x Tetris, too. But if you've got a Famicom (or a NES with an adaptor, or some other Famicom-compatible console) and you see a copy of this game going cheap somewhere, it's definitely worth picking up.
Friday, 6 April 2018
Sunday, 1 April 2018
Soleil (Mega Drive)
A lot of the reviews of Soleil (also known as Ragnacenty or Crusader of Centy) compared it to A Link to the Past. At first glance, this seems pretty apt: they're both top-down action RPGs, they both star young boys with swords, they both have you cutting grass to find coins. The thing is, it's only at first glance that comparision holds up. If you really need to compare Soleil to a SNES game, the one to go for would be Earthbound (or Mother 2). (It should be noted, however, that Earthbound wasn't yet out when Soliel was released. But that doesn't make the Zelda comparision any less lazy.)
Though they don't have a lot in common mechanically, or even aesthetically, with Earthbound being a Dragon Quest-style turn-based RPG set in a strange version of mid-twentieth century America, and Soleil being an action RPG set in a pastel-hued fantasy realm, they're both games that have narrative ambitions well beyond what was expected of console games at the time of their release, and conversely, well beyond their peers.
There's plenty of people who have written about Earthbound's setting and writing and so on, and I'm not a particularly big fan of it, so I'm not going to reitierate much about it, but basically, the people who do love tend to take from it not only a strong sense of nostalgia, but a real emotional resonance, and it's often said that the game does a good job of replicated the world in which a child lives. Clearly, its ambitions were loftier than most RPGs that existed at that point, which were almost all sci-fi or fantasy stories (that's not to say that there weren't good stories among them, just that they weren't literarily ambitious).
Soleil, though starts with a typical fantasy setting in which boys from the village long to become heroic monster killers when they grow up ,and so on, it quickly subverts it in a number of ways. The first subversion is seen when the village boys go to see off an older boy, Amon, as he leaves the village to go and kill monsters and be a hero. You encounter Amon once or twice later in the game, too, and there's the implication that in a more traditional RPG story, he would be the player character with the lofty destiny.
Instead of the normal heroic quest, Soleil's protagonist is embroiled in a number of bizarre events, during which they gain the power to speak to animals, temporarily get turned into a monster, and ever go to heaven while still alive. Possibly the most important of these, and definitely the most interesting is the section of the game where you're turned into a monster. At the risk of spoiling an important part of the game's story, you basically find out that monsters largely live in mortal terror of human heroes, and just want to be left alone, and that the monsters you kill do have families that mourn their passing. It's something that could have been just a throwaway joke in the vein of the henchman's family scene in one of the Austin Powers movies, but it's played totally straight, and though you do go back to kiling monsters when you retain your human form, you are given a new purpose in life: to find out why humans and monsters fight, and to strive towards ending that conflict.
So, that's Soleil. I can't say if the writers of 1994 were genuinely lazy or stupid in their easy comparisions, or if the climate of the time simply made the idea of thematic criticism of a videogame totally unthinkable to them, but either way, they were wrong. Soleil is a game that's worth playing on its own merits, and should hold a place in history alongside the Mother games as an early attempt to subvert and experiment with what's possible in a videogame's narrative.
Though they don't have a lot in common mechanically, or even aesthetically, with Earthbound being a Dragon Quest-style turn-based RPG set in a strange version of mid-twentieth century America, and Soleil being an action RPG set in a pastel-hued fantasy realm, they're both games that have narrative ambitions well beyond what was expected of console games at the time of their release, and conversely, well beyond their peers.
There's plenty of people who have written about Earthbound's setting and writing and so on, and I'm not a particularly big fan of it, so I'm not going to reitierate much about it, but basically, the people who do love tend to take from it not only a strong sense of nostalgia, but a real emotional resonance, and it's often said that the game does a good job of replicated the world in which a child lives. Clearly, its ambitions were loftier than most RPGs that existed at that point, which were almost all sci-fi or fantasy stories (that's not to say that there weren't good stories among them, just that they weren't literarily ambitious).
Soleil, though starts with a typical fantasy setting in which boys from the village long to become heroic monster killers when they grow up ,and so on, it quickly subverts it in a number of ways. The first subversion is seen when the village boys go to see off an older boy, Amon, as he leaves the village to go and kill monsters and be a hero. You encounter Amon once or twice later in the game, too, and there's the implication that in a more traditional RPG story, he would be the player character with the lofty destiny.
Instead of the normal heroic quest, Soleil's protagonist is embroiled in a number of bizarre events, during which they gain the power to speak to animals, temporarily get turned into a monster, and ever go to heaven while still alive. Possibly the most important of these, and definitely the most interesting is the section of the game where you're turned into a monster. At the risk of spoiling an important part of the game's story, you basically find out that monsters largely live in mortal terror of human heroes, and just want to be left alone, and that the monsters you kill do have families that mourn their passing. It's something that could have been just a throwaway joke in the vein of the henchman's family scene in one of the Austin Powers movies, but it's played totally straight, and though you do go back to kiling monsters when you retain your human form, you are given a new purpose in life: to find out why humans and monsters fight, and to strive towards ending that conflict.
So, that's Soleil. I can't say if the writers of 1994 were genuinely lazy or stupid in their easy comparisions, or if the climate of the time simply made the idea of thematic criticism of a videogame totally unthinkable to them, but either way, they were wrong. Soleil is a game that's worth playing on its own merits, and should hold a place in history alongside the Mother games as an early attempt to subvert and experiment with what's possible in a videogame's narrative.
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