Monday, 2 November 2020

Sabnack (X68000)


 There's something about the title of this game that's just so ugly, isn't there? Look at it: Sabnack. Ugh. The game itself doesn't look very nice, either, considering it's a commercial release on the X68000, a computer known for having amazing looking ports of arcade games years before consoles could really manage it. But let's not hold those things against it, as a game it's actually alright. In fact, it manages to make a Sokoban-style game actually interesting!

 


I usually find the block-pushing action of Sokoban games as embodying a combination of negative traits. Right from the start, they're usually too difficult to even get ahold on them, and you couple this with the fact that they're often literally about pushing boxes in a warehouse and it's all so off-putting and unrewarding that I just don't want to figure out how to get further into them.

 


Sabnack solves both issues! It opens with stages that are deceptively easy, teaching you how all the game's elements work and interact with each other, before gradually turning up the difficulty as you go on. I managed to get through eight whole stages before it got too hard for me! 

 


You play as a little man in a cape, and you can go up to statues and bring them to life, so they follow you, until getting stuck behind a wall or something makes them go more than one space away from you, at which time they urn back into statues. The goal of each stage is to take the fairy to the exit, and turn her back into a statue. But there are also enemies in each stage, and if any of them touch you or an un-statued fairy, you fail (though you get infinite lives, so it's not too bad). There are other statues around, too, like knights, who destroy enemies with whom they come into contact, and guys that look like wizards, whose purpose I haven't been able to figure out. So each stage uses these elements, along with various different kinds of enemies that each have their own movement rules, to create all kindss of different challenges for the player. It's that "purity" thing I've talked about before.

 


However, just like with puzzle platformers, I have to put my hands up and admit that this is a genre of game I just don't get along with. If you do, it definitely seems like a high-quality, well-designed iteration of the concept that's worth giving a shot. A cop out of a conclusion, but there it is.

Tuesday, 27 October 2020

Robbit Mon Dieu (Playstation)


 Everyone loves the Jumping Flash games, right? The early Playstation releases that brought a splash of colour to the normally dour world of the first person shooter, their only big downside being the draw distance that had barely improved from their genetic forbear Geograph Seal, and restricted the player's field of vision to barely a few metres in front of their noses. Luckily, there was another sequel, released only in Japan in 1999 that corrects that problem! Unluckily, it's also a very, very boring game to play.

 


As I just mentioned, the Jumping Flash games stood out amongst other first person shooters by being bright, colourful games, set in fanciful wonderlands. They also stood out by not only have a jump button, but by letting players use it to triple jump to incredible heights. Robbit Mon Dieu, unfortunately does away with almost all of the shooting of the previous games, and in fact pretty much all of the action and even the challenge of those games along with it. A first person game focussed on platforming is still a fairly novel concept, especially in 1999, but not like this.

 


I feel like the problem might lie in a shift in the demographics the publishers were targeting: as a game aimed at the under-fives, Robbit Mon Dieu would actually be one of the all-time greats. It sees you fulfilling simple tasks like delivering a package to someone who lives up on a floating island, tackling obstacle courses, diving off a high platform and falling through hoops, and so on. There's a few stages that technically have you shooting things, but since those things don't shoot back or offer any other kind of resistance, it's hard to really consider them shooting stages.

 


 Though it's odd that they'd aim a game at such a young audience and use characters from a pre-existing game that was a few years old itself at that point. Furthermore, there is a lot of text in this game, including menus, mission briefings (though obviously, most of the missions are simple enough that you can easily work them out without being able to read them), and story text. So I'm going to assume that the game was aimed at pre-existing Jumping Flash fans.

 


And with that in mind, it's a total failure. Unless the aesthetics were literally the only thing that drew you to the Jumping Flash games, and you don't care about how they play, Robbit Mon Dieu is not worth bothering with. It does look amazing, but that's pretty much all it does. Not recommended.