I'm very glad that Insanity exists. If my brother Alexei hadn't penned an Insanity review, I might still be unaware that he was a Kaypro player during his youth, just like I was during mine (we grew up in separate garrisons, you see). Ensuing upon our discovery of this commonality was a merry conversation on the greatness of Kaypro games ranging from the tricky platformer Ladder to the space-set stock-trader that neither of us could quite remember the title of (Star Traders!).
But while I wax nostalgic over my way-back-when Kaypro experiences, the truth is I have a very difficult time sitting down with most pre-16-bit-era titles. There are few NES games I can stomach at this point; go back even further in time and you're almost sure to disgust me. And being that I was never a big Berzerk fan, you can understand why I did not anticipate good times with its PCE descendant.
GAME REVIEWS
Showing posts with label Insanity. Show all posts
Showing posts with label Insanity. Show all posts
Wednesday, February 16, 2011
Insanity
~ INSANITY ~
Aetherbyte / Hurgle
Super CD-ROM
2009
After just a few rounds of drone thrashing, I'd already compiled a sizable list of qualms I had with Insanity's gameplay. The action starts off terribly slowly, and the protagonist's lethargic gait had me wishing on many occasions that button I had been utilized for a dash function. (A sped-up version of the game can be accessed, though the almost-immediate mass robot suicide that takes place in many stages makes it more of a source of chuckles than a viable play option.) Once the pace picks up in the main mode, cheap deaths occur regularly, as the robots don't hesitate to level you with potshots as soon as a new room materializes onscreen.
Berzerk's premise and the manner in which it plays out haven't ever appealed to me, and the fact that it and its successor are so repetitive makes the respective experiences all the more vexatious. It's easy for me to play armchair programmer, so I will. I wish the walls periodically changed in color and in brand of construct. I wish the robotic voices were used sparingly so as to alleviate the Bravoman-esque aural pangs. I wish there were some sort of interlude prior to the appearance of each new wave of foes--if Berzerk's rudiments don't lend themselves to full-fledged cinemas, perhaps stills (a la Avenger) in the style of the title-screen and ending art would have served well. And I wish there were different kinds of enemies to evade or fend off (aside from the time's-up chaser and the big boss).
I know that Aetherbyte placed major importance on the notion of "staying true" to the original Berzerk. But the problem is that different people will have different ideas as to how far the concept could've been fleshed out while remaining faithful and tributary to the source material. If more variety would have increased the amount of enjoyment that many players would get out of the title and won over some of those averse to the concept in the first place, then perhaps more additions and amendments to the formula should have been explored. It bears mentioning that people who are in fact fans of Berzerk have often voiced the same criticisms of this game as those who were never thrilled with the template.
But what everyone does seem to be into is Insanity's music, particularly the PSG material. While not every tune works for me, I do think there's some pretty good stuff here. The main theme is a sticks-in-your-head sort of number, and the subdued melodies accompanying the end credits are quite nice. And as the adventure concludes on a positive note, so will this review: as unappealing as its foundation was to me from the start, and as many issues as I have with the approach taken by Aetherbyte, Insanity is certainly playable and has a soundtrack that may just achieve greatness in the ears of many. Even one with an eye that perceives the game as flawed and underdeveloped will likely acknowledge it worthy of a fair spin or two.
Friday, January 21, 2011
Insanity
Aetherbyte - 2009 - U.S.A.
Super CD-ROM
Super CD-ROM

Out of the depths of the Interwebs in 2009 sprang independent developer Aetherbyte Studios, bringing with them news of the first new TurboDuo game in five years. “New” here is subjective, however-- Aetherbyte’s Insanity is a port of the 30-year-old arcade/Atari “classic” Berzerk. As a kid growing up I was familiar with the game in the form of a port titled Clone Wars for the Kaypro IV running under CP/M. When my family got a PC running MS-DOS in 1991, I moved on to more advanced games and all but forgot about my two-shades-of-green monochrome childhood.


Only the color and speed of the robots differentiate one level from another.
To be honest, I was not expecting much from Insanity. I was not particularly excited about the game as even back in 1987 Clone Wars was only entertaining for so long. Expectations being as low as they were going in meant that I actually had some surprises in store for me. Gameplay is definitely faithful to the original, which is by far the game’s biggest detriment. Some enhancements to the gameplay would have worked wonders for Insanity; as it stands, the shoot-all-the-robots-in-a-room formula is dated and, let’s face it, boring. Room layouts are seemingly chosen at random from a pool, clearing a certain number of rooms advances you to the next “level.” Cheap deaths abound in Insanity as you’re often dropped into a room a few paces from an enemy who fires off a lethal shot before you’ve even had a chance to take a step. Levels are differentiated solely by the type (color) of robots roaming the premises, which brings up an important point: there is only one type of robot enemy in this game, palette-swapped from level to level. This is a prime example of an area just begging for improvement where a little initiative and creativity would’ve gone a long way. Also inexcusable is the lack of any sort of high score table. I mean, isn't the whole point of this type of game getting a high score?

Robot love?
Visually, Insanity is as its worst with the “room” graphics; these aren’t even palette-swapped from level to level. I find the color choices not very complimentary which gives the game a bit of a chintzy feel to it. As with the gameplay, a little variety here could have turned the general feel of the game upside down.

Spend too long destroying robots and you'll encounter a strange looking robotic face.
It might sound like I have nothing good to say about Insanity, but that’s just not the case. Starting a new game you’re given the choice of a PSG or CD soundtrack. Being the chiptune fanatic that I am, I eagerly selected PSG for my first Insanity run through. My
ears were met with an average sounding tune... that in mere seconds went from average to pretty damn good. New level, new tune, even better than the first. Before I knew it, I was honing my robot slaughtering skills so I could forge further just to he
ar the next tune. What Aetherbyte has done with the Turbo’s sound chip h
ere is impressive for what amounts to an independent developer’s first attempt; the tunes are catc
hy and seem to utilize good instrumentation. Insanity is no Batman or Dungeon Explorer aurally, but frankly doesn’t sound out of place next to the rest of the Turbo library. I find myself digging the chiptunes so much I haven’t spent a great deal of time with the enhanced CD soundtrack, although my handful of plays with it sounded good.

What Aetherbyte doesn’t provide in gameplay improvements they make up for with four different game modes. In addition to our standard mode, we’ve got Hyper mode, Arcade mode, and what is known as “Predator” mode. Of the other three, Predator mo
de proves most interesting while Arcade mode seems most superfluous.


Robots are invisible in Predator mode, only appearing as outlines every few seconds.

Arcade mode emulates the simplistic style of the arcade original.
I’d be lying if I claimed Insanity didn’t have a unique charm to it. Sadly, it’s difficult to get too excited about ports of 30-year-old games unless they’re really bringing something new to the table. That said, every developer has to start somewhere. With that in mind, Aetherbyte makes a promising debut with Insanity. You have to give them credit for the speed at which Insanity was developed: less than a year from concept to pressing. As of this writing they’ve already announced their next project-- a compilation of “enhanced” versions of more arcade “classics.” Unfortunately, the last thing the Duo needs at this stage of the game is more ports of three-decade-old snoozers. The Duo needs... DESERVES fresh blood. After sharpening their teeth on these musty old relics, I’d love to see what Aetherbyte could do with a fresh id
ea.

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