I thought this a few years ago, and it still seems to be true: there's surprisingly few videogames about tanks. But here's another one, based on the anime, Girls und Panzer. In case you aren't already aware, the anime is set in a world where Panzerfahren is seen as a respectable and feminine sport for young women to participate in. Panzerfahren is the waging of tank battles, in actual World War II tanks. The insides of the cockpits have been treated with a special carbon coating, so no-one actually gets hurt, despite them shooting live ammunition at each other. Totally believable, I don't know why we don't do that in real life.
The game is surprisingly structured like a home port of a fighting game: there's a story mode, where you play through the events of the movie, "domination mode", which is essentially arcade mode, having you pick one of the available school teams (each one very loosely themed around a country involved in WWII and driving that country's tanks) and play through five randomly assigned battles, and "extra mode", which has a bunch of special challenge missions. In all but extra mode, there's also ludicrous amounts of dialogue before and after each battle, which can luckily be skipped, since each conversation takes two or three times more time than the battles themselves. I started the game intending to watch them and find out about the characters, but they really are too long.
So, the important question: are the battles actually fun to play? Luckily, yes! There's various kinds of battles on offer, like straight up team battles, kill-the-captain "flag battles", one-on-one battles, and a weird kind of gauntlet thing. The gauntlet, referred to in-game by the unwieldy title "arrive at the destination", is almost the most interesting type of battle. You play it alone, and the aim is to drive your tank to the end of a treacherous mountain path, along which are the five members of the opposing team, who'll take pot shots at you as you go. The one thing holding it back is the fact that there's only one map that you play every time this match type comes up. What a shame!
That's not to say the other battles are bad, though. The tanks are satifying to control, feeling big and slow and heavy as they trundle around the maps (I felt a similar way about the way the monsters feel in the excellent PS4 Godzilla game. Maybe there should be more games where you control big heavy things?). As well as moving, there's also satisfaction to be found in shooting. You can only do it once every few seconds, since you're driving a tank, and every shot needs to be loaded individually. There's an auto-aim option, but you really shouldn't use it, as a big part of the combat in the game is not just hitting your enemy's tank, but hitting the right part of the tank, as different parts take different amounts of damage, and you can temporarily immobilise foes by shooting their treads. Like movement, the combat is slow, heavy, and satisfying.
Girls und Panzer Dream Tank Match is a game I definitely recommend. It's fun to play, and there's a lot of it (other than the lack of maps for the gauntlet missions), and through the use of the anime license, it manages to be a game about vintage military hardware that doesn't have a boring, ugly macho aesthetic. The license also gives it an excuse for its fighting game-style structure, as opposed to being about larger scale, more realistic battles, which might have ended up been longer and a little more tedious. It never got released in the west, but an English version did get released in South East Asia, so track that one down if you're interested.
Sunday, 9 February 2020
Tuesday, 4 February 2020
Curiosities Vol. 17 - Blaze
So, back in the ancient mists of time, there was a preview in issue #115 (June 1991) of CVG of an Amiga version of Sonic the Hedgehog that never came into being. The reasons why such a game might have been cancelled are obvious: as soon as it was released in the UK, the first Sonic game, and Sonic in general launched a kind of SEGA-mania that would last for almost half a decade, and the Amiga was, in mid-1991, the only major 16-bit competition to the Mega Drive in the UK that didn't have to be imported. Sonic appearing on the Amiga might have hampered sales of the Mega Drive, which was in the UK, almost monolithic in a way that the NES/Famicom was in the US and Japan in the 1980s.
Some might have said that the Amiga just couldn't do everything that the Mega Drive did, and a substandard port might also damage the brand. Blaze, a fanmade demo for an Amiga Sonic-alike could be used as evidence for and against this theory. On the surface, it does do a lot of the fancy tricks seen in Mega Drive Sonic: high-speed scrolling, loop-the-loops, water-surface reflections, and so on. However, it came out in 1993, not 1991. And, to the best of my knowledge, no commercially released Amiga platformers attempted any of this stuff, despite how poentially lucrative it might have been.
It does as decent a job as you might expect of emulating the feel of a genuine Sonic game, too. Not only does it have loops, but one particular highlight is a massive series of five linked loops in quick succession. There's also robot crabs and hornets, and gems to collect in lieu of rings. Blaze even curls into a ball to attck when he jumps! Interestingly, though, if you press down while running, he doesn't curl into a ball, but goes into a Splatterhouse-esque sliding kick.
The physics do occasionally feel a little off, particularly with regards to running up and jumping off of quarter pipes. This can be forgiven, though, by that fact that this was made in an age before widespread internet access, and long before there was the meticulous observation and analysis of Sonic phyisics that there is today. In fact, it's obviously impossible to be totally one hundred percent certain about this, but I think Blaze might be the first ever Sonic fangame!
So, that's Blaze. An interesting thing in many ways. It's a shame it never got fleshed out into a full game. It would obviously have been too late to have saved the Amiga from its inevitable doom, but it would at least have freed Amiga fans from decades of pretending Zool was as good as any platform game that originated on consoles.
Some might have said that the Amiga just couldn't do everything that the Mega Drive did, and a substandard port might also damage the brand. Blaze, a fanmade demo for an Amiga Sonic-alike could be used as evidence for and against this theory. On the surface, it does do a lot of the fancy tricks seen in Mega Drive Sonic: high-speed scrolling, loop-the-loops, water-surface reflections, and so on. However, it came out in 1993, not 1991. And, to the best of my knowledge, no commercially released Amiga platformers attempted any of this stuff, despite how poentially lucrative it might have been.
It does as decent a job as you might expect of emulating the feel of a genuine Sonic game, too. Not only does it have loops, but one particular highlight is a massive series of five linked loops in quick succession. There's also robot crabs and hornets, and gems to collect in lieu of rings. Blaze even curls into a ball to attck when he jumps! Interestingly, though, if you press down while running, he doesn't curl into a ball, but goes into a Splatterhouse-esque sliding kick.
The physics do occasionally feel a little off, particularly with regards to running up and jumping off of quarter pipes. This can be forgiven, though, by that fact that this was made in an age before widespread internet access, and long before there was the meticulous observation and analysis of Sonic phyisics that there is today. In fact, it's obviously impossible to be totally one hundred percent certain about this, but I think Blaze might be the first ever Sonic fangame!
So, that's Blaze. An interesting thing in many ways. It's a shame it never got fleshed out into a full game. It would obviously have been too late to have saved the Amiga from its inevitable doom, but it would at least have freed Amiga fans from decades of pretending Zool was as good as any platform game that originated on consoles.
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