11/09/2008

Curse You, Dr. Wily!



Okay, so does this box art make anyone else think of the original American Mega Man 2 box art? Way too muscled and old and scary?

I'll just leave it at that...

The absolute best part of Breath of Fire II, in my experience, is the opening. You begin in a small village with your sister and father, and have to search for your sister, who's gone missing. You find her at the base of a mountain on the outskirts of town, being watched over by a sleeping dragon. She informs you when she sleeps near the dragon, she dreams about mom. You try it as well, only to wake up to a town where your father and sister are gone, and no one has heard of you or your family. You meet Bow (your first other party member), and you and he leave the church, only to be defeated almost immediately by a monster in a nearby cave. After losing, the screen blacks out, you're treated to the following text (with a slow, upwards scroll of a tower):

It was like waking from a long dream...
But, now his father and sister have disappeared, and no one else recognizes him...
He dreamt of a horrific demon who ripped his heart and body apart...
But it remains just a dream.

Yet, the vision remains strong.
Deep within the corners of his mind, he hears it calling.
A different world...
A world of silence...
A world of darkness.
He moves towards it, feeling both fear and exhilaration.
He succumbs, and the darkness welcomes him.

“You are the one”, the demon screeches.
Reaching deep within his heart, he realizes that it is true.
Then, in that moment, reality washes away, and the dream takes shape...

Tomorrow: Why this works, and why it doesn't.

11/08/2008

Consistancy and Thoroughness



The Last Blade 2 is most likely my favorite fighting game of all time. This is not a genre I'm a huge fan of, the list of fighting games I enjoy is pretty much this one, Guilty Gear, and Capcom vs. SNK 2. My problem with fighting games is a feature for another day, but for some reason, I enjoy this one nevertheless.

What it has going for it:
First and foremost, I like the character design. Each character has their own (obvious) personality, which matches with their fighting style, and is animated very well for its time. I will be the first to admit that the characters in Last Blade 2 are cliché, but when departing from clichés gets you “I'm an 11-foot tall rock-and-roll doctor with a giant scalpel and a paper bag over my head, who is also a humanitarian, serial killer, and maybe a child molester”-

Well, let's just say that I'll take “powerful but inexperienced protagonist, stand off-ish rival/blood relative, and the woman that tries to stop them from feuding” any day.

The basic format of the game involves choosing whether to play your character is “Power” or “Speed” mode. Power does much more damage and has more special moves, Speed unlocks significantly more combo trees. Nevertheless, the two forms are balanced surprisingly well. Additionally, since combos don't go on excessively long, the game becomes more about using a combination of high and low attacks, rather than successfully entering a difficult combo that the opponent can do nothing about once you've connected with the first hit. Perhaps it's not for everyone, but I drastically prefer this style of play.

What it doesn't:
With a few exceptions, most characters seem to have been designed with one mode (speed or power) in mind, and work significantly better in that mode than the other, so the ability to play any character in either mode is not quite as helpful as you'd think.

Oh, and did I mention that this is an SNK fighting game? Those of you not familiar with fighting game history might not know this, but SNK final bosses are bullshit. They are bullshit, and they engage in bullshit, consistently and thoroughly. I cannot imagine who okay-ed the final boss for this game having no ducking animation, so you can't tell if he's going to hit you high or low until he's already hit you! Your reflexes are worth nothing, and the final boss turns into a glorified guessing game with 50/50 odds, where you get massacred by an ancient Japanese tornado god if you pick wrong.

Defining Moment:
I'm not sure, given the game is so short, that I can pick a particular moment that defines my experience with this game. I think I'd have to pick the night where Natalie, my brother, and I stayed up until 3 AM playing an emulated version of it on my computer.

Well, that or the time I found a copy of it for sale at my local Game Dude, and discovered that by “For Sale” they meant “For Sale for over seven hundred dollars”. At least I won the bet for “who could discover the most expensive used game at game dude”.

11/06/2008

"Blah-blu Blah Blah-blu-de"



Did you ever have those big wooden boxes, with the knobs on two sides of the box, that you turn to tilt the top of the box slightly, and the challenge is to navigate a ball through the maze, while avoiding it falling into one of the many holes dotting the surface of the box? Did you hate it? Did it frustrate you endlessly with your utter inability to navigate past the most rudimentary obstacles presented to you? Did you lack of hand eye coordination and inability to estimate momentum permanently damage your pre-pubescent psyche?

If you answered yes to at least one of those questions, then ON THE BALL is for you.

I can't explain it. I hated that little box with a passion, and yet I love this game, despite the fact that they're basically just the same thing in digital form.

What it has going for it:
On the Ball fills out the gap in the “Entertaining Ball Based Games” genre nicely after Marble Madness, but before Katamary Damacy was on the scene. Aside from your ball's mysterious ability to change how bouncy it is when you hold a button, the physical are also remarkably convincing and consistent, which is basically all a game like this needs to be entertaining. Also, as a plus, you can get revenge on the stupid wooden box that rouses you from sleep in a cold sweat to this day.

What it doesn't:

http://www.youtube.com/watch?v=ZElZm00TOVA

There are two things to talk about here. First of all, the music on the first two levels. What the hell is that? Make no mistake, I love this game, but it doesn't somehow blind me from knowing that one of the tracks just sounds like a drum machine, with somebody going “blah-blu blah blah-blu-de” over it.

Second, as you may or may not have noticed, unless you keep your eyes on the ball in the center, watching this makes you motion sick almost instantly, which, of course, leads inexorably to the-

Defining Moment:
which would have to be the drinking game that was created by my friends and I late in my college career. The players were forced to drink after every level they competed without needing to continue, thus leading to a plateau of inebriation, where the game becomes too difficult, and you stop drinking. Sadly, as it turns out, my ability to beat all ten levels of the most difficult course was a function of my brain prioritized far above things like balance, fine motor control, or the finer points of most social graces.

11/05/2008

Toejam Jammin'



I remember seeing Toejam and Earl in 20/20 video as a kid, and thinking “This game cannot possibly be any good. This cover art is ridiculous and terrible.” To this day, I maintain that the cover art is ridiculous and terrible. The game, however, fares much better on hindsight. You control one of two aliens trying to reassemble their ship which crash landed on earth, while avoiding being harassed or killed in some way by the hostile denizens of this planet. Also, Toejam (the red one) and Earl (the one with glasses) happen to be two exceptionally funky aliens. Who knew?

What it has going for it:
There are a lot of things. The basic exploration format and the randomized levels ensured a different game every time, and most of the enemies were a not-so-subtle parody of some ridiculous human behavior, which was entertaining. However, it really all comes down to one thing:

http://www.youtube.com/watch?v=OFzee_yoloA

If that doesn't get your red, sneaker wearing spaghetti alien bumping, I don't know what will.

What it doesn't:
Dealing with enemies in this game consists of two behaviors: Running away from them, or hoping that you happen to have some sort of weapon in your inventory (mostly consisting of tomatoes), using the weapon, and running away from the enemy anyway, because the control you have over throwing tomatoes is terrible, and you can't hit the broad side of a funky alien barn. Likewise, earth apparently consists of a bunch of floating islands vertically arranged, connected by space elevators, such that if you fall off the level, you end up on the previous level. Given your slow walking speed, this can become tiresome very quickly.

Defining Moment:
You know how I said that when you fall off one level, you end up on the previous one. Well, that's not entirely true. Every level is the same size, so when you fall off one level, you end up, on the previous level, in an area roughly corresponding to where you fell off. If there happens to be a pit in the area where you fell off on both the level you fell off and the previous level... well, you know where this going. I'd have to give my defining moment as my record of successfully falling through 11 levels in a row. Given that your progress is measured pretty much entirely on the number of the level you've gotten to, that'll turn you off a game real fast.

11/04/2008

Return to Fort Birdman


EVO is something vaguely akin to an action RPG, where you play a lifeform that tries to... uh, I guess evolve, which apparently can be done in real time now. You start out as a fish, going through the phases of amphibian, reptile, and mammal, eventually emerging as a human if you play your cards right. You accumulate EVO Points by consuming the meat left behind after you defeat an enemy (apparently herbivores can't evolve), and use those points to acquire more damaging jaws, higher defense, more HP, horns, and any number of other features.

What is has going for it:
The basic system of “gain EXP by killing enemies, spend EXP to improve specific areas of your character” is a system I've always kind of preferred to “gain EXP by killing enemies, once you have enough EXP, you gain an all around boost in power”, because it affords you more control. The end result is the same: By the end of the world you play as a particular kind of animal, you have the best in every category. If everything increased at once, it would have the same end result, but this way I can customize to my play style.

Curiously enough, the music in EVO was also of surprisingly high caliber. The fish music in particular really hit the spot of “Not entirely safe, but not entirely threatening, vaguely wondrous water environment”.

What it didn't:
If you ever need to grind for EVO points in this game, it's one of the most boring grinds you'll ever experience. Likewise, to avoid the game being almost cripplingly difficult (or maybe I'm just terrible at action RPGs), you need to gain enough EVO points to evolve a few times during a boss fight, because evolving restores your HP. When you have to grind to get those, your patience can wear a little thin.

Defining Moment:
I'm gonna have to go with this one:



That is all.

11/03/2008

The March of the Black... Menu?



Ogre Battle, or “Menu Battle”, as I have taken to calling it, was originally a SNES release. It featured huge tactical battles, in which you designed, equipped, and deployed units (consisting of between 3 and 5 characters), then moved them around to engage enemy units for the purpose of eventually pushing them back enough to fight and kill the boss, usually in a castle.

What it has going for it:
Do you love fiddling with a ton of details? Do you love attempting to maximize the effect of way too many variables at once? Likewise, the recurring tarot card theme gave the game a nice flavor. I don't know much about the history, but it was also the first game I ever played where you had an alignment, which significantly affected how people responded to your army, and eventually the ending of the game.

What it doesn't:
Oh, was my sarcasm regarding “way too many variables at once” lost on you? It's called “Menu Battle” for a reason. It's not until the game reaches the last handful of battle that there become so many enemies that the balance of “time you spend setting up your army” to “time you spend fighting with your army” even barely approaches one to one.

Defining Moment:
Every character in your army has a class and a list of statistics. Once you reach a certain level, if you have the requisite stats, you can promote to a new class. Fighters can promote to wizards, knights, beasttamers, etc, and some of your classes, if you're lucky enough to find the required item, can promote to special classes. One time, I was lucky enough to find the item to promote a wizard into a lich, giving him access to better spells, and then, immediately, discovered the item to promote a lich into a greater lich. I was ecstatic, and when I completed the battle, and went to my menu to promote Warren, my mage, only to discover I couldn't do it. I couldn't figure out why. He was a wizard, he was high enough level, his intelligence was high enough, his alignment was... wait a second. In order to become a lich, you need an alignment of between 20 and 60, 100 being the highest possible alignment. Warren has an alignment of 0?

Wait, stop. My incredibly high level sorcerer was too evil to become a lich of incalculable power? In the words of XKCD: “Fuck. That. Shit.”

11/02/2008

The Month of November

So, for the month of November, I've decided to do something a little different. I'm going to (hopefully) be posting between five and seven times a week, short little snippets, almost-but-not-quite-reviews of the games that formed my childhood (with a few more recent examples thrown in).

To begin:



Star Control is a top down shooter, where you engage a single other ship in battle, usually centered around a planet. Each ship has a primary weapon, usually some sort of cannon, varying in power, and a secondary weapon. Every ship has it's own speed, HP, fuel (used to power your guns), and a wide selection of ships.

What it had going for it:
I'm sure games of this variety existed before I played Star Control in 1991, but the battles were endlessly entertaining. The variety of ships available was impressive, and it showed a great amount of imagination in the variety of weapons available. Kind of like Super Mario World, Star Control took a really simple idea, and gave it a few extra layers of complexity, but didn't mess with the fundamental format that makes for an endlessly entertaining game.

What it didn't have going for it:
There's no real... well, game. The game consisted of dueling spaceships, and pretty much nothing else. No doubt realizing this, the developers slapped in some sort of nonsensical tactical, civilization-esque game where you colonize planets and use them to build ships, which fight with other people's ships. I know I was very young, and most of the intricacies of it were utterly beyond me, so I just kind of figured the game was good, but I couldn't understand it yet. This is untrue. In retrospect, it just sucks.

Likewise, when you're picking ships for just facing off against your brother, they weren't designed with the idea of “all of these ships are balanced for one on one combat”. If they were, I could probably balance ships better with a paper bag over my head and boxing orangutans for arms.

Defining Moment:
My brother and I are dueling, and his ship, the smallest, fastest, weakest one available, as best as we can discover, has no secondary weapon. Halfway through our first duel, his ship explodes for no reason, and he loses instantly. He picks the same ship next time, hoping to discover what happened. Again, we trade shots ineffectually, and after about 25 seconds into the match, he explodes again for no reason.

This happens two more times before we discover that apparently, the “secondary weapon” on the ship is a self-destruct mechanism, and in order to ensure that you don't do it accidentally, you need to activate it three times before it goes off. Seriously, who gave that the thumbs up? I know, let's make the worst ship in the game explode when you use its secondary weapon! It'll be awesome!

Also, curiously enough, some of you may be familiar with http://www.nablopomo.com/ which involves blogging every day for the month of November. Oddly enough, I was not when I began this exercise. Funny thing, that...