In the US and UK, at least, Wisdom Tree's selection of platformers about biblical figures carrying things on top of their heads are what we mostly think of, when we think of religious videogames. They also have a reputation (that they totally, one hundred percent deserve) for being awful to the point of near-unplayability. But of course, there are videogames with religious themes other than those relating to Christianity in the world, such as the 2006 Judaism-themed adventure game The Shivah, and though I can't remember the name, I definitely remember seeing a video of an Islamic-themed Tomb Raider-like a few years ago. And more infamously there's a game about (possibly even by?) the Aum Shinrikyo sect on PC88. But, as you might have gathered from the title, Buddhagillie is a game about Buddhism.
You play as the Buddha, with the aim of making all sentient beings your equal. This is done by going into hell and fighting the four sufferings (birth, aging, sickness and death), and absorbing the karma they spit out to power your mantra. You can only fly around the left half of the screen, you see, and the beings you hope to free from the circle of reincarnation: demons, asura, humans, gods and so on, all appear on the right side of the screen. So you have to use you sword to absorb karma, to power your mantra nad fire it at them. In gameplay terms, you slash small enemies with your sword by tapping the attack button. Holding the attack button lets you block their bullets, and absorb them. After you've absorbed bullets, you'll shoot your own on the last attack of your three-slash sword attack chain.
So, this is basically a decently-designed shooting game, with a few interesting ideas, and even a proper scoring system. Though those aren't surprising, since it's a homebrew game from 2018 released for free on the internet, and not actually a commercial MSX game from the 1980s. Whether you interpret it as an actual work of religious devotion, or you just see the Buddhist content as a bit of aesthetic flavour, it can't be denied that it does make the game stand out: there's not many games that look like this in the world, or that have selected quotes from the Buddha onscreen at all times.
But is it actually good? Yes! Like I said, it's got interesting ideas, and a proper, functional scoring system (that mainly centers around killing multiple small enemies with one three-hit chain), and it's pretty addictive, too. The only real complaint I have is the fault of the host hardware, rather than the game itself, and it's that there's quite a bit of sprite flicker, and it's very frustrating getting killed by a temporarily-invisible bullet.
Thursday, 27 December 2018
Thursday, 20 December 2018
Shanghai Kid (Arcade)
Also known as Hokuha Syourin Hiryu no Ken, Shanghai Kid is the first in the long-running Hiryu no Ken series of fighting games and beat em ups. The last entries in the series were on the Playstation and N64, so I guess it just wasn't able to survive the move to 3D, though I'll save that talk for another time, as I do intend to cover a few other games in this series at some point in the future, but for now: back to Shanghai Kid. It looks like an early fighting game, though it's really more of an attempt at a more complex (for the time) martial arts simulator-type game.
The structure is the same as most fighting games even to this day: you fight a series of gradually more difficult opponents. The difference is in how the fighting takes place, and how you control your character, as the developers came up with a system that allows for quite a bit of sophistication using only two buttons and an eight-way joystick, long before special move motions or combos had been invented. The two buttons are predictably assigned to punch and kick, but the interesting stuff comes in the form of the joystick. Though you can walk left and right, jump, and crouch, those aren't the things you'll mainly be using the joystick for. Instead, the game uses a system of high, middle, and low attacks, as well as corresponding blocks.
The way this works is almost turn-based in its execution. There are red circles that will appear on you or your opponent, at the head, feet, or torso level. When a circle appears on you, you just press the joystick up, down, or sideways to block the incoming attack. When it appears on the opponent, you do the same, but you press punch or kick at the same time, to attack your opponent's temporary blind spot. Obviously, as the game goes on, and the difficulty of opponents increases, so does the speed at which circles appear, disappear, or change places. Another complication is that a few fights in, you start facing special opponents (including one that happens to look exactly like Tiger Mask! There are probably otther unofficial appearances from old manga characters too, that I haven't recognised) who have unique attacks, for which you'll need to figure out the most effective evasive maneuvers.
I really like Shanghai Kid, it's an interesting game, and the Hiryu no Ken series is interesting to me in general, so like I said earlier, expect to see some of the sequels covered here at some point in the future. Until then, obviously I recommend giving this game a try!
The structure is the same as most fighting games even to this day: you fight a series of gradually more difficult opponents. The difference is in how the fighting takes place, and how you control your character, as the developers came up with a system that allows for quite a bit of sophistication using only two buttons and an eight-way joystick, long before special move motions or combos had been invented. The two buttons are predictably assigned to punch and kick, but the interesting stuff comes in the form of the joystick. Though you can walk left and right, jump, and crouch, those aren't the things you'll mainly be using the joystick for. Instead, the game uses a system of high, middle, and low attacks, as well as corresponding blocks.
The way this works is almost turn-based in its execution. There are red circles that will appear on you or your opponent, at the head, feet, or torso level. When a circle appears on you, you just press the joystick up, down, or sideways to block the incoming attack. When it appears on the opponent, you do the same, but you press punch or kick at the same time, to attack your opponent's temporary blind spot. Obviously, as the game goes on, and the difficulty of opponents increases, so does the speed at which circles appear, disappear, or change places. Another complication is that a few fights in, you start facing special opponents (including one that happens to look exactly like Tiger Mask! There are probably otther unofficial appearances from old manga characters too, that I haven't recognised) who have unique attacks, for which you'll need to figure out the most effective evasive maneuvers.
I really like Shanghai Kid, it's an interesting game, and the Hiryu no Ken series is interesting to me in general, so like I said earlier, expect to see some of the sequels covered here at some point in the future. Until then, obviously I recommend giving this game a try!
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