Thursday, 5 September 2019

Command War Super Special Battle & War Game (Arcade)

I've reviewed an unreleased Taito arcade game before, Recalhorn, which was pretty much a completed , fully polished game that just wasn't released. Command War Super Special Battle & War Game is not like that: it's very unfinished, and very rough around the edges. I think it's mainly the presentation and balance that hasn't been worked out, though, and the game is still very playable.

Unusually for an (intended) arcade game, it's a strategy game, that sees you moving troops around a simple board. When one of your troops meets one of the enemy's troops, they enter a little battle, a lot like the ones seen in the Game Gear game, Godzilla Kaiju Daishingeki. Also like that game, the troops themselves are a combination of normal sci-fi military stuff like tanks, jets and giant robots, along with slightly weirder monsters, like cyborg dragons and giant harpies. You might not expect it, but it seems that the tanks are the most important units, just because they're so short that a lot of the larger troops' attacks just go right over their heads.

So, that's the basic premise of the game, but before you play, you're asked to select one of four difficulty levels, which have more of an effect on how the game works then you might expect. On beginner mode, you're automatically given a pre-selected group of troops for each battle, making it the least interersting of all the modes. In amateur, there's always a tank on your team, and you get to buy two more. In Professional and Expert, you get to pick all your troops for yourself, plus the objective of the battles is different: in the lower two difficulties, you win simply by defeating all the enemy troops. In the higher two difficulties, each side also has a special extra unit in the form of a giant robot/tank thing, the defeat of which instantly ends the battle.

You've probably noticed that the screenshots of this game are pretty hard to read, and that's true: clearly, the developers hadn't fully figured out how this game was to be presented, and in its current form it's very messy-looking. You do get used to it after a couple of plays, though it's still a shame that it's hard to get a decent look at the troops attacking each other in the action sections without the big stupid maps in the way. There's also a problem with the money, in that you don't get more money for winning battles, and you need to buy units to replace those destroyed. You can get money in battle to be the first one to reach the flags on the map, but otherwise, you can quickly end up in an unwinnable situation after a couple of stages.

All in all, Command War is a mildly interesting distraction, and a curiosity for Taito fans to look into. In its current form, though, it's not a very good game. It might have become one if they'd continued working on it, but it's easy to see why they didn't: someone obviously had the thought "can we make a strategy game for arcades?", and it gradually became clearer that the answer was "not really".

Friday, 30 August 2019

Windy x Windam (DS)

I remember when this game was originally released in 2008, I was pretty excited for it! I've always been interested attempts at fitting arcade genres like fighting games, beat em ups and shooting games onto handhelds, and this wasn't just a handheld fighting game, but it was made specifically for the ds, so it wasn't a downgraded version of a "proper" fighting game, like the massively disappointing Guilty Gear: Dust Strikers. Nor was it a licensed game, which I considered a plus, as though Treasure's Bleach DS fighting games were a lot of fun, the world and characters didn't appeal to me at all. (One extra little note: why weren't there any Capcom or SNK fighting games on DS? The GBC and GBA played host to some miraculously great versions of the Street Fighter ALpha and King of Fighters games. A missed opportunity.)

Then it actually came out and I played it a little, but it just couldn't hold my interest, and I quickly forgot about it in favour of playing Last Blade 2 and Mark of the Wolves via the surprisingly good homebrew Neo Geo emulator the DS had. Playing it again a decade later, it's got a lot of charm, but I can definitely see why it didn't have staying power, and why pretty much everyone almost instantly forgot about it: that charm has to do a lot of heavy lifting to get you to look past the big flaws in how the game actually plays, and it's just not up to the task.

I'll talk about the positives before I get onto the negatives, though. Like the world and characters are pretty nice. I guess it's set in the same world as the DS roguelite Izuna the Unemployed Ninja, since two characters from that game are unlockable in it, along with a stage set in their village, plus the chharacters are part of the story like everyone else, and the village is on the map just like the other locations. The fact that the attacks have little-to-no recovery time is pretty nice, too. It means you can make weak combos just by attacking really quickly, and almost feels like a poor man's Asuka 120%, albeit with none of the impact that that game's attacks have, and also lacking the cool clash/parry mechanic from that series.

That's pretty much it for the positives, unfortunately. And some of these negatives are pretty hefty, too. Like how sometimes, jumping just doesn't work. That's pretty much unforgivable, right? Any game with unreliable controls has to do a lot of work to make up for that, but for a fighting game? It's an insurmountable barrier. It's clear that this was a problem the developers had noticed too, as they add a seperate jump button, along with the traditional pressing up on the d-pad. Unfortunately, while I'm sure with some dedication, a player might eventually get used to it, with heavy attacks on the X button and jump on the B button, it feels very awkward. Another, lesser flaw is that all the characters seem to have a ton of health, making fights seem slow and undramatic. Though that one's more an issue of preference than a game-breaking catastrophe like the controls.

Obviously, I can't recommend Windy x Windam, especially now that a used copy seems to cost more than a brand new copy did back when it was released. Pretty much every major handheld since the original Game Boy has a bunch of way better fighting games than this, including the DS itself. So get one of those instead.