GAME REVIEWS

Sunday, March 1, 2009

Lords of Thunder

~ LORDS OF THUNDER ~
Red / Hudson Soft
Super CD-ROM
1993

Going a mythological route and incorporating armor-selection and item-purchasing elements, Lords of Thunder deviates from shooter norms in intriguing ways, but it achieves excellence primarily due to the phenomenal visuals it sports and the huge, ferocious creatures it pits players against. I like the game a lot, but I have issues with its gameplay and music that prevent me from ranking it among titles like Gate of Thunder and Lightening Force--the absolute elite of the old-school shooters.

Blade-wielding Landis, the hero of the affair, can choose from four different suits of armor at the beginning of each level, and the suit he selects determines the brand of firepower that will be at his disposal. He can also use cash acquired during his beast-crushing exploits to stock up on goods at pre-stage shop screens. Such elements suggest that strategy and prudent planning will play parts in the Lords experience, but most players agree that the earth-based coat should never be removed once donned, and money can be obtained in such abundance that discretion needn't be employed during shopping sessions.

Stage play doesn't prove to be any more taxing than the formality-screens that precede it. I've never had to memorize a pattern in this game, nor have I ever found any particular segment to provide a true test of reflexes. So I don't have to use my head, and my adrenaline never really gets pumping. The action is basically about plowing through huge, roaring, slobbering enemies. It's presented in awe-inspiring fashion, but it doesn't feel very refined.

As far as aural elements go, I dig the crunchy guitars and bold basslines in the numbers accompanying the title screen and opening cinemas, but once the actual game begins, the soundtrack may as well not even be present. I like rock scores, but I prefer solid riffs (like those in Gate of Thunder) to wailing solos (like those in this game). I can't get into this sort of material and find it mostly forgettable.

Again, I like Lords a lot. It'd be difficult to dislike a game that has levels and enemies that look this great. Also, its cinemas are very cool, and the shop element is incorporated well enough. But in my book, Lords doesn't quite reach the tier of brilliance where Gate resides.


Our pissed-off protagonist.


The adversarial lords are a strange-looking bunch.


Select your destination, and buff yourself up in the shops. In the Japanese rendition, the shopkeeper has an awesome "goddess-like" voice.


Enemies that just come walking along mid-level in Lords could easily act as major bosses in many other shooters.


Of course, Lords' actual bosses are in another league entirely.


Some creatures, such as the ice land's unicorn boss, are absolutely magnificent...


...while others are simply bizarre.


Lords delivers beautiful backgrounds, interesting enemy designs, and plenty of action. It may be easy, and it may feel sloppy, but it's still impressive and enjoyable.


True to the Lords way, your last few opponents go down with little resistance but look pretty damned awesome.

World Class Baseball

~ WORLD CLASS BASEBALL ~
Hudson Soft / NEC
HuCard
1989

I've owned this game for many, many years, and I still play it somewhat regularly. It's a simple sim, which is fine by me: if I were pressed to prioritize when it comes to sports titles, I'd place greater importance on action components than on true-to-life nuances. Generally speaking, I prefer fast-paced fun to ponderous realism, and World Class Baseball has always delivered the straightforward-fashioned goods.

Note that the game is hardly caricatural. Contests play out in a manner that should please all but the most rigid of tobacco-chewing purists, and there's room for strategists to put their baseball acumen to good use as they guide their fictitious clubs. I've been a big Tokyo Ninjas fan since day one, and I have much more fun managing them than I would controlling "actual MLB players" in some "realistic" baseball simulator. I insert Aki for extra speed on the base paths, endure Takas' struggles on the field, and call on Hiro in late-inning save situations... without ever having to deal with Ula demanding a trade or concerns that Shima is using steroids.


Then again, perhaps rumors linking Shima to performance-enhancing drugs wouldn't be groundless: the man is a threat to go deep every time he steps to the plate.


When someone does hit one out, it's celebration time.


Go with the Ninjas and you'll probably be celebrating quite often. The heart of their order is devastating, and Tsuji and Kondo are excellent pitchers.


Base runners on all clubs get down the line pretty quickly, and most of the fielders have weak arms, so slow grounders to the left side like this one often result in cheap hits. Double plays are nearly unheard of.


Fielding fly balls, on the other hand, is made pleasantly simple, as your player looks up at the ball when he's in position to make the catch.


Last inning. Time to hunker down and protect that slim lead.


Nearly every game against the computer results in an easy victory.

Friday, February 27, 2009

Super Star Soldier

~ SUPER STAR SOLDIER ~
Hudson Soft / NEC
HuCard
1991

A lot of people dig this game, but I've never been a big fan of it. I think it's ugly, sloppy, unoriginal, and clearly inferior to many other Turbo space verts.

Let's take a level-by-level look at this paper classic:


Stage 1 - Generic opening space stage. The melodic theme is the best number to be found in the game, though it isn't as good as Soldier Blade's first-stage tune or anything from Blazing Lazers' soundtrack.


Stage 2 - I've seen this level in way too many other verts. Soar over a dull green landscape before you reach a coastal base and then a stretch of sea, where a typical floating hunk of metal awaits you.


Stage 3 - Extremely ugly desert stage. The popular scorpion boss looks cool, but he's easy to defeat.


Stage 4 - Generic space stage with an orange circle in the background. Wonderful. The enormous boss would be just another bum in Soldier Blade, but he's one of the highlights here.


Stage 5 - Another stage straight from a million other shooters. Shoot the chunks of ice and watch them break into smaller parts. Serpents slink around in the meantime. The action isn't too terrible here, but the "monster that blows up and becomes a snake" boss is lame.


Stage 6 - This one is very reminiscent of Blazing Lazers, as it features fast scrolling and multitudes of small foes to fend off. Decent stage with satisfying action.


Stage 7 - The best level of the game. Launching an attack on a large battleship is nothing new, but the inside of this particular vessel looks pretty cool, and the speed run at the end is enjoyable enough. A rather anticlimactic bout with two meek spiders doesn't spoil the board entirely.


Stage 8 - Features the traditional boss gauntlet. Sadly, you have to fight through a seemingly endless stretch of riffraff before you reach it. I can't complain much about the final battle, though.

Stages 5 through 7 represent the best stretch of action that the game has to offer, but there's nothing here that matches the intensity of BL's toughest levels or calls for strategy like Nexzr's tightest sequences, and very few of the bosses can compete with Soldier Blade's multi-attack-type giants. The music isn't very good, and the graphics are quite bad; and there really aren't enough neat or original concepts at work to make up for the lackluster superficials. I will say that the game plays well enough to be mediocre rather than disastrous and offers a reasonably high level of challenge, and the green lightning weapon is actually pretty cool (though it's no Field Thunder).

New Adventure Island

~ NEW ADVENTURE ISLAND ~
Hudson Soft / TTI
HuCard
1992

I've always liked NAI's little introductory sequence, during which kidnappings take place and angry Master Higgins holds up his fist against a fiery backdrop. In fact, that depiction of the vengeance-minded fellow is even more awesome than Last Alert's famous BURNING KAZAMA scene...

...Well, no... no, it isn't... but it definitely beats the "Mode 7 falling fat man" nonsense in Super Adventure Island for the SNES.

Sadly, I can't say I'm quite as fond of the silly post-stage sketches (during which our chubby hero prances and dances about with gaggles of goofy animals). Even less appealing is the game's repetitive, obnoxious music; and while there are some impressive multilayer scenes to behold, the visuals seldom deviate from typical old-school-platformer fare. Don't count on a high level of challenge offsetting the aesthetic disappointments, as almost the entire adventure is cake, with no truly tricky spots until Stage 6 (of 7), and every boss (including the last one) is easy to defeat.

You'd think that all of those factors would add up to something no better than mediocre, but New Adventure Island is actually one of the most enjoyable HuCard games around. The nonstop action is its bread and butter. While it's not particularly tough, it constantly has you leaping, dashing, and tossing weaponry, all at a quick, unabated pace. You've always got to be on your toes, and the smooth controls really allow you to get in a zone and just enjoy the breezy ride, making NAI a perfect biding-time, pick-up-and-play sort of title (make sure you have a fair amount of time to bide, though, as once you get going with the chip, you may find that you simply can't stop playing it). It doesn't feature any memorable moments that will stick with you forever, but its pure playability will make you return to it often, making its general lack of difficulty forgivable.


These shadowy fools should've known better than to mess with Master Higgins on his wedding day.


We're presented with a Mario-style agenda: most of the island realms consist of four sub-stages, with every fourth one taking place in a boss's lair.


There's more than just "sunny island" stuff to be found here.


You can see some appealing multilayer scrolling in a few of the cavern levels.


I suppose that these guys loosely qualify as "mini-bosses."


Despite Higgins' concerned countenance, the bosses are easy to beat. The bear can cause some trouble with his "ice wall" attack, though.


Bozhe moi.


Beat this bum and get your woman back.