Monday, 25 February 2019

Toshinden (Wii)

This game's existence is a bit of a mystery: the Toshinden series isn't exactly fondly remembered, and the only reason it was every really popular at all is because it was one of the first 3D fighting games to come along. So why then, a whole decade after the last Toshinden, did Tomy decide to not only release a game using that name, but release a game with no other connection to the series. It doesn't play like the others, it has none of the characters, and it's not set in the same world. It doesn't even have the same developers as the original series! (Those were developed by Lunatic Obscurity stalwarts Tamsoft, this is by Dream Factory, of Tobal and Ehrgeiz fame, and could very well be their worst game!)

So, if it doesn't play like the other Toshinden games, how does it play? Well, it's an odd one. You can use the analogue stick to run around the arena in all directions, and you only have two normal attack buttons: weak and strong. Rather than special move motions, you have a special and a super, each mapped to a button of their own. I'm not normally a fan of these kinds of super-simplified fighting game controls, though can sometimes work, as in the Senko no Ronde games, or to a lesser extent, the Playstation 90s anime homage festival that is Evil Zone/Eretzvaju. In this case, though, the best thing you can say about the controls is that they're not the worst thing about the game.

The actual worst thing about the game is a decision so stupid and antithetical to the nature of fighting games that I can barely believe they did it: all of the playable characters start out with weak, puny movesets, and you're expected to grind in single player to earn points to buy their moves and combos. To make matters worse,  despite this being a game that never had online play, there are only two single player modes: story mode, where you can't pick your character, and surival mode, where you endlessly fight randomly-selected opponents on randomly-selected stages until you lose. It's barely a step above Bomberman Act Zero on X Box 360!

Now, this game isn't completely worthless: I will admit that it looks great, with the character models and textures being particularly appealling. But obviously, that's not enough to make up for how much of an absolute chore it is to play, so obviously, I'm not going to recommend that you bother with it. It's a shame, too, I was really hoping this would be a nice little unsung hero of the Wii's library.

Wednesday, 20 February 2019

Steamgear Mash (Saturn)

I didn't know anything about this game going into it, other than it being developed by Tamsoft, who are always welcome on this blog, and published by Takara, who are mainly known (to me, at least) for their surprisingly good ports of SNK games to the Mega Drive, SNES, Game Boy and Game Gear. Despite the involvement of those two companies, it's neither a fighting game nor does it feature almost-naked ladies fighting monsters. Instead, it's a cute isometric action game, with some interesting ideas.

You play as a round little heavily-armed robot, followed around by a tiny, constantly-meowing cat, and you walk around various isometric stages shooting enemies and looking for each area's boss. There's a little dash of the Metrovania in there, too as the the path to the next stage is always blocked by a coloured block that can only be destroyed by the weapon acquired by beaten the stage's boss. There's  sometimes other blocks that get in the way of even reaching the boss, though the weapons to destroy them can be found hidden about the stage somewhere. It's all fairly standard semi=linear action game stuff so far, right?

The most interesting thing this game has though, in my opinion, is the controls. Because the Saturn controller doesn't have two sets of directional controls, some other solution had to have been made with regards to being ables to move and shoot in different directions simultaneously. They could have used the A, B, X and Y buttons as a second d-pad, I guess, though that wouldn't have left many buttons for things like jumping and changing weapons, or alternatively they could have used the shoulder buttons to swivel the top half of your robot like a tank's turret. But they did neither of these, going for a much more unorthodox solution. There's various different aiming options that can be cycled through with the left shoulder button, and they're utilised with the right shoulder button, though some of them have to be found as upgrade items as you play the game.

These options are things like Lock, which keeps you firing in the same direction when you change your walking direction, Back, which shoots in the opposite direction of your movement, Stop, which keeps you in one place and lets you shoot all around, or Roll, which lets you walk around in straight lines, while the top half of your body spins around, shooting in a circle. It's an odd solution, and some would say and over-complicated one, but the important thing is that it's an interesting one.

Other than that, Steamgear Mash is a pretty good game. It's not going to blow any minds or anything, but it's still pretty fun, and it's also really cute. They didn't have to put in a tiny meowing cat following you around, it doesn't serve any actuual in-game purpose, but there it is. That kind of superfluous detail really speaks in this game's favour, I think. If you get the opportunity to play Steamgear Mash, you should probably give it a try.