This is one PCE shooter that had flown under my radar for a long time. What I ended up getting with Image Fight regarding action style was actually quite a bit different from what I'd expected. I'd read the comparisons to R-Type, so I was expecting something relatively slow and methodical. But it really isn't like that at all.
Saturday, February 27, 2010
Image Fight
Friday, February 26, 2010
Cardangels
Cardangels asks that you take on a bunch of anime girls in four different card games: blackjack, poker, speed, and babanuki.
Wednesday, February 24, 2010
Mahjong Sword: Princess Quest Gaiden
When I finally decided to learn how to play mahjong, I felt as if a whole new wing of the PC Engine library had become accessible to me. My initial choices were limited, though, as Mahjong Sword was the only mahjong title I'd owned at the time. I'd bought it mainly for its cool art and perceived rarity, but never being one to let a PCE game go unplayed, I decided to learn the ins and outs of mahjong itself. The going was a little tough at first while I was still picking up on the mahjong basics, but before long, I was tearing right through my opponents...
Tuesday, February 23, 2010
Downtown Nekketsu Monogatari (River City Ransom)
Look, I like this game well enough. It's a decent duke-it-out sort of thing, a fast-paced little "brawler before brawlers really got good." But if you're gonna ask me if it deserves the ridiculous amount of hype it gets in its various incarnations, if it's truly the impeccable "cult classic" that droves of slobbering NES fans make it out to be, if it's worth the $100+ price tag that's typically slapped on this version, then I'm gonna respond with a resounding "fuck no." I guess I just don't find the whole "everyone is a big-headed hunchback with no neck" thing as adorable and charming as most people do.
Saturday, February 20, 2010
Legion
Back when I first acquired Legion, I expected an amusingly awful game at best and a useless piece of trash at worst. As it turns out, I think it's a worthwhile shooter, and not just in a "kitsch classic" sort of way.
Friday, February 19, 2010
Kaze Kiri
Old martial arts sidescroller Kung Fu, which many NES veterans look back on fondly (if never wish to revisit), was more a display of primitiveness than an instance of effective concept implementation. The simplicity of the affair worked in the cart's favor, giving a redundant beat 'em up ("beat 'em up" used in the loosest sense) a certain charm that fancier visuals may have negated. (Try to paint a prettier picture of the third-stage behemoth and you wind up with a generic Final Fight big man, while the wily old magician may have seemed more laughable than elusive had he wielded "Mode 7 magic.") Most subsequent punch-and-kick affairs traveled the correct route by surrounding the violence with adventures that went beyond Kung Fu's "walk down the hall" layout; those that chose poorly and polished the surfaces of Kung Fu's remains are widely looked on as fighting-game laughingstocks. (Think Vigilante.) Naxat Soft's Kaze Kiri, a Super CD adventure that has wrongly garnered the reputation of being a Shinobi slayer, stands as the exception to the rule, advancing the premise of single-strip, no-platform action with elements of speed, technique, and aural excellence.

During the very first strip of the journey, as Kaze makes his initial raid on the enemy's fortress, arrows with blazing tips rain down upon him. It makes for a neat scene visually, but just imagine if those missiles could actually strike and damage our speedy warrior. Instead, they simply fly straight through him and bury their tips in the ground. Later, as Kaze makes his way through an underground tunnel, loose stones fall from the ceiling. Once again, they work to create a neat scene when, if Kaze actually had to fear and dodge them, they could've made for an intense one. The monotony that the game ultimately treads through might have easily been alleviated.

By the same token, at one point we're treated to a brief scene that depicts Kaze tossing up a rope and scaling a steep wall. Why not allow us to play through this scene rather than watch it? Have some of those kite-riding foes assail us, and diverge from the standard run-and-slash action.

Throughout the quest, doors in the background leading to adjoining corridors, along with openings in the ceiling leading to God-knows-where, are clear in view, yet we cannot enter them. These images simply reinforce the desire to indulge in a little platforming and exploration a la Shinobi III and secret-laden Aladdin. How about a labyrinthine sequence reminiscent of Musashi's late-stage exploits, or a few small puzzles along the lines of the simple ones that Joe is typically forced to solve? (Heck, even Kung Fu forced us to think a little when the magician seemed impervious to our attacks.)

Kaze must duel with one particularly crafty ninja numerous times throughout the game. Mightn't some between-stage cinemas serving to explain and heighten the rivalry between these two have made the confrontations that much more dramatic?





































































