GAME REVIEWS

Monday, May 25, 2009

Dracula X: Rondo of Blood

~ RONDO OF BLOOD ~
Konami
Super CD-ROM
1993

During the years that have passed since scattered, hapless TurboGrafx-16 fans began clamoring for the game's stateside release in 1993, Rondo of Blood has watched its legend grow to mythical proportions. American players still covet Castlevania's elusive PC Engine chapter, and the CD still commands high prices on auction and import sites, costing collectors an arm and a leg should they simply wish to discover what all of the fuss is about. Surely, the masterminds responsible for the production of the title had no idea that it would eventually carry such fame and mystique, and indeed, how could they have? Rondo of Blood, for all intents and purposes, revisits and fine-tunes the 8-bit action-platformer episodes that the series kicked off with, as if to perfect a project that could not have been completed as desired given the then-available hardware. While appealing, the concept certainly seems simple enough; and as a matter of fact, the hype surrounding the game has served to shroud its true nature.



People have become more interested in witnessing a legend in action than in taking the adventure for what it is, which is truly a shame, as Rondo harkens back to the days when one could spend all night glued to the television set, unearthing secrets and experiencing unparalleled drama in adventures that would retain their appeal for a lifetime. With all of the superficial perfection that this CD Castlevania exudes, it’s the feelings of excitement, intensity, and power that it inevitably evokes that make it such a special game. It epitomizes excellence and stands as a high point in a once-prominent genre. In these respects, Rondo of Blood can be viewed not only as Konami’s magnum opus but also as one of the masterpieces that serve to define an entire era of gaming.



Standing tall in the center of this drama is slick Richter Belmont, usurper of the title “Vampire Hunter” from his old, washed-up ancestor, Simon. In keeping with the “in with the new” philosophy, Richter has disposed of Simon’s horrid brown rags and dusty, inadequate equipment, decking himself out in a sleek blue suit and carrying by his side a serpent of a whip in need of no morning stars to do its deadly damage. But Richter knows better than to fix things that aren’t broken; hence, all of the crosses, axes, and flasks of holy water that Simon once wielded as auxiliary weapons are available to our young hero as he sets off to defy Death and take down the Count.



Unlike Simon, the perennial loner, Richter is a stud through and through, and four young ladies imprisoned in Dracula’s castle impatiently wait for him to come to their rescue. Finding them won’t be easy, however; Rondo is not of the same linear ilk as many of its predecessors. Multiple paths and alternate stages await Richter as he hunts for the Count, and indeed, some hidden niches are more elusive than others. Still, Richter is not the type that allows helpless captives to remain trapped in hellish places, and repeated castle visits will be the only way for our persistent Belmont to garner whatever rewards the prisoners might offer him. "Hotties" aside, the true treat comes when Richter stumbles upon the fourth damsel in distress, a spunky young girl named Maria.



A veritable blonde ball of excitement, Maria takes quite a bit of crap from Richter when she first expresses her desire to join him on his quest. It doesn’t take long, though, for Richter to realize that the munchkin really means business and that she’s just as determined to take down the “mean man” known as Dracula as our noble hero himself. It’s a good thing he ultimately allows her to tag along, as Maria has a few tricks up her sleeve that Richter could only dream of pulling off. Once you've rescued her, you'll be able to play as Maria if you so desire, and an entirely new arsenal will be at your disposal. Whereas Richter stubbornly sticks with the Belmont whip when participating in battle, Maria hurls fierce little doves at her foes. Richter’s axes and daggers and whatnot are replaced by additional animal allies, including courageous felines and impressive green dragons. Maria can’t take as much of a beating as the hulkish Richter can, but she is able to avoid attacks more easily due to her small frame, and she's actually the better character to use during later stages, as she can call on her pals to either dole out a beating or aid her in outwitting her enemies.



Whichever character you choose, and regardless of the differences in style between the two, Rondo of Blood will continually call to mind the old 8-bit carts that many aspiring action-game pros grew up on. Think back to the first glimpse you had of the town of Veros in Simon’s Quest, its buildings standing complacently, their drab brick walls exuding mocking apathy as the Vampire Hunter set off on his mission. Veros is revisited here, as is the zombie-ridden hallway that served as an introduction to the series for players who experienced the very first chapter on the NES. Speaking of the original episode, all of those classic bosses that gave players fits back in the day--the giant bat, Medusa, the mummy, and Frankenstein himself--have returned to pay their respects.

Of course, this is no old-cart platformer. Pushing the Duo to its limits, Rondo of Blood takes all of those familiar scenes and morphs them into brutal portraits of unabated horror. Those buildings in Veros are now exploding in brilliant, enormous flames, finally succumbing to the evil that they had seemed so very indifferent to all those years ago. Skeletal beasts launch their initial attacks while gargantuan stone golems roam the streets, looking to pound on Richter with fists that alone match the hero in size (not bad for an opening level, eh?). Zombies will still assail you when you first set foot in the castle, but now you’ll see rain pouring down and bats fluttering about beyond the window panes, while a gigantic bull, unfazed by the decaying flesh on its blood-drenched bulk, pursues you relentlessly. And those old bosses? Yes, they’re back, and this time you will have to slay them one after another--without dying.



Rondo of Blood is not simply excellent in parts; the aforementioned scenes are indicative of what awaits you throughout the entire quest. The most-thrilling moments come during boss encounters, as Dracula’s behemoths have long abandoned the mundane methods of attack they'd utilized in previous episodes. Konami knew exactly how to create tension and drama, and in few other games of any genre will you feel the sorts of intensity and excitement that characterize the fights with level leaders in Rondo. A werewolf kneels on a platform high above the ground and slowly rises as you approach, its frame creating a daunting silhouette against the full moon in the background. Releasing a loud, menacing howl, the beast leaps down to engage you in battle. Later, stonework structures suddenly collapse behind you, trapping you in a room where a door bursts open, revealing vicious, glowing eyes. A colossal minotaur steps out from the darkness, wielding an axe twice Richter's size. Eventually, you’ll discover a long, sharp lance that suddenly rises and spins, finally coming to rest in the hands of the newly materialized Sir Dullahan, a headless knight. Just before the final confrontation with Dracula, you'll have to defeat the fierce wizard Shaft, who summons terrifying undead giants that soar through the skies while exhaling fire and crash through the ground with enormous horns. And the inevitable confrontation with Death assumes the form of an epic battle aboard a ghost ship and culminates with decapitation.



The bosses aren’t the only villains who receive the royal treatment. Axemen here carry shields to thwart your missile attacks and occasionally rush forward to hack you up the old-fashioned way. Knights don’t simply patrol the halls; they twirl their lances and take vicious shots that send your character reeling across the screen. Bone dragons are now the large, serpentine monstrosities that one imagines they were always intended to be.



While revisiting the classics clearly paid off in many ways for Rondo, the old, clunky controls employed by said classics simply wouldn’t suffice with Richter and Maria up against such a fearsome cast of villains. No longer will “triple-shot boomerang and a prayer” be one’s only hope for beating Death; the wherewithal is finally provided for one to utilize tactical strategy while battling Dracula’s right-hand man and dodging his limitless sickles. The fundamental button functions here call to mind old Castlevania control schemes, but these fresh-faced heroes are much more athletic and agile than their forefathers were, having taught themselves new jumping techniques and methods of evading enemy attacks as well as graphically appealing “item crashes,” which spew veritable storms of weaponry at Dracula's minions.



Aside from the gloriously well-drawn behemoths, Rondo succeeds visually with deep parallax scrolling and fantastic character animation (witness Maria’s hair blowing in the wind as she runs and jumps). Scaling effects flaunted by Super Castlevania IV obviously aren’t present here, but the visuals are extremely sharp and the colors utilized (which often are quite reminiscent of Gate of Thunder's despite the obvious differences in the games) are brighter and bolder than those displayed by any other episode released prior to or during the 16-bit era.



Many old musical favorites are offered up and presented in fantastic CD-quality sound. The experience of listening to “Bloody Tears” is heightened by the emotional interlude that occurs between the standard riffs we are all familiar with. “Cemetery” starts off melodically only to erupt into a Doors-like chorus of chaos propelled by the pummeling a snare drum receives. All instruments involved in the track that accompanies boss battles come into play simultaneously with a single explosive chord and drive horror-induced riffs for the duration of each fight. While Super Castlevania IV excels with subtle, eerie tunes, Rondo of Blood tosses forth hard-edged tracks that are relentless and ripping with intensity. The only drawback is that there are few original numbers featured here, whereas SCIV contains many.

Rondo is a relatively short game, with the non-stop excitement and drama making it feel all the more compact. Individual levels fly by since there constantly are battles to be waged, secrets to be discovered, and traps to avoid. It’s inevitable that one will utter upon completing the job, “It’s over... already?” Nonetheless, the game is so enjoyable that it will undoubtedly remain alluring even after one has beaten it multiple times.

But to be frank, there are other, more-significant chinks in Rondo’s armor. The modern game I often compare it to is God of War, as it relies so heavily on theatrics for its appeal. The bosses make grand entrances, thrash about noisily with grunts and yells and flashy antics, and go out with huge bangs; but many of them, including the aforementioned golems and even the final boss himself, are so inept in battle that they essentially act as large, defenseless entities that can be systematically annihilated. The presentation is excellent and does more to make the game feel exciting than the actual challenges themselves.



Rondo contains theatrical brilliance, for sure, but as can be said of God of War, there are other games out there with action that's more intense and adventuring that's more substantive--including, in Rondo's case, some of its fellow old-school Castlevania episodes. SCIV flaunts a truly evolved control scheme and achieves a very eerie atmosphere, while Rondo basically just polishes up the old 8-bit maneuvers and is merely kind of "cool." And surprisingly enough for a game that depends so much on flash (and excels with the approach for the most part), Rondo's cinemas feature little impressive artwork and but a few memorable moments, with some poorly drawn scenes actually looking rather appalling.



Flawed it may be, but Rondo of Blood, when taken for what it is, is still one of the greatest 2D action-platformers ever released. A veteran of the genre will appreciate the title far more than modern-day ham-and-eggers adore their new first-person shooters and shouldn’t hesitate to fork over the significant sum of cash it will undoubtedly cost. One of the most wonderful of yesteryear's adventures, it’s a video game that will not be forgotten soon after it’s been beaten. And that is Rondo of Blood’s true claim to fame.


Sunday, May 24, 2009

Altered Beast CD

~ ALTERED BEAST ~
Sega / NEC Avenue
CD-ROM
1989

Well, this is a shame.

You'd think that a CD rendition of Altered Beast would feature red book music; but as it turns out, the chip tunes perform double duty. And those tunes certainly sound great and all, but it would've been awfully cool to hear AB's compositions treated with vintage PCE CD instrumentation. Sadly, we'll never be granted that opportunity; but we do get "explosive" sound effects for the occasions when we bust up the odd rock or gravestone. The disc also delivers voices and, during the beast transformation scenes, a variety of howls and roars.



Okay, dreams of red book audio fell by the wayside; next on the "CD version" checklist is cinemas. Well, you can view a cinematic sequence that relays the Altered Beast tale (voice in Japanese, of course) and displays a bizarre string of images. Some of these images were lifted from the game's packaging, while others were cheap borrowings from the game itself, including exciting things like a slice of the title screen and a boss-monster collage. It's weird stuff, and it's all you'll get cinematically; there's no cool new intermediary or ending material.



There are some very minor in-game graphical amendments to check out, the most noticeable of which are first- and second-level color modifications. PCE AB's colors are very nice anyway, and while I don't mind the substitutions at all, they don't represent much of a reach on the part of the designers, who might as well have done more redecorating while they were at it.



The adventure itself is less challenging here than it is on card, but don't expect to roll right through it if you struggle with the chip version. The gameplay is still rough, but the bosses can't take quite as much of a beating. Up the level of difficulty and you'll find that some locations host more (and more-aggressive) enemies, but this is hardly a big deal if you can reach the end of the journey in the first place.



Speaking simply as a judge of the game itself and disregarding all other circumstances, I like CD Altered Beast. After all, it has a lot in common with the HuCard rendition, which I'm a big fan of. But I must say that the reason it exists at all eludes me. Why did NEC Avenue bother with such a project if they weren't going to deliver red book music? Why didn't they make more visual changes and include more cinemas? This could've been a very cool and worthwhile upgrade instead of a widely mocked product.

Saturday, May 23, 2009

Legendary Axe

~ THE LEGENDARY AXE ~
Victor Musical Industries / NEC
HuCard
1989

The Legendary Axe stands as one of the greatest masterpieces of the hack-and-slash sub-genre and ranks as my favorite HuCard game of all time. It got a lot of attention back in the day, so folks who don't like it now make sure to express their views as loudly as possible. And that's fine. Over the years, I've had plenty of debates with such scoundrels about Axe's relative merits and "faults." Now, I'm content with my own love for the game, as it's one that I appreciate more the older I get. I give it a run-through every couple of years, reacquainting myself with the stuff that made me like it so much in the first place and finding new things to appreciate every time.



One thing I've always appreciated is its music. Axe II gets so much credit for its audio, and rightfully so, but its predecessor also has one hell of a soundtrack. Its tunes are extremely appropriate for each stage they accompany and always help establish impeccable atmosphere. For instance, the second level takes place in a simply drawn cavern, but the ominous music makes the trek through it eerie and intense. The stage that precedes it features a bass-heavy tune that couldn't be any more fitting for the beginning of a journey through lush jungle. Best of all is the climactic fifth-stage theme, with its rich tone, dramatic melody, and wildly fast interlude.

As worthy of appreciation as the musical tracks are the enemy designs. There are some resourceful villains to wage war with here: axemen do backflips to avoid your hacks, hags drop crystals and transform into bats upon being slashed, savages club you with their polearms, and giant apes burst through walls and heave tremendous hunks of rock your way.



And then there are the mighty Punjabbis, who are not only powerful but also intelligent, as they toss their spears if you keep at a distance and crouch for the kill if you go for low, close-range attacks, defending themselves with their shields all the while. The prudent placement of these impressive demons is also noteworthy. The fourth stage concludes with an extremely difficult battle against a Punjabbi double team, after which you might be tempted to breathe a sigh of relief. But then the fifth stage commences with an awesome, inspirational melody and ANOTHER Punjabbi to fight, as if it's trying to be daunting with its villains but inspiring with its soundtrack. It executes the formula perfectly.



The level designs, while not overly complex, are head and shoulders above those in most other Castlevania-style games of the era. You always need to keep an eye out for alternative routes, concealed pits, and obscured niches and items, while partaking in a constant, consistent blend of hacking and platform-hopping.


Level 4C is both gorgeous and devious, featuring beautiful backdrops and shrouded monster pits.


Speaking of pits, the Pits of Madness are tortuous and deceptive in layout--and home to the most powerful of the enemy's troops.

The game simply has a flair for the dramatic. The giant Jagu might not be all that difficult to take down, but his flashy entrance is absolutely unforgettable. Full-power axe blows deliver a resounding "CRUNCH" and set the entire screen aglow. And I particularly love the crimson, candle-lit room deep in the Pits of Madness where you're assaulted by Punjabbis while the music goes ballistic.



These sorts of moments made my adventure through Axe one of my most memorable and fondly looked upon video game experiences.

Friday, May 22, 2009

Daimakaimura (Ghouls 'n Ghosts)

~ GHOULS 'N GHOSTS ~
Capcom / NEC Avenue
HuCard (SuperGrafx)
1990

I'd long thought that when the time finally came for me to jot down some thoughts on SuperGrafx Ghouls 'N Ghosts, I'd get the standard comparisons with the Genesis version out of the way quickly and focus on what makes GNG such an awesome action-platformer to begin with. I doubt there is anyone at this point who hasn't been exposed to the typical commentary regarding the SGX card's nicer colors, superior audio quality, and higher level of difficulty. No need for me to deliver the message yet again when everyone has heard it all before.

Of course, this was before I'd even played the SGX game.

Well, I've decided to scratch that plan, as I was completely blown away by this incredible effort even though I'd owned and enjoyed the Genny GNG cart for many years (and my like for it has not waned a bit). Faded colors were replaced by brilliancy; melodies once weak were made rich and atmospheric. And the SGX rendition really is tough as hell, constructed through and through for true hard cases.

And now that my astonishment has been noted, I can proceed with my observations regarding the core game itself. GNG received a lot of attention back in the day for its gigantic bosses, particularly the Shielder (or "Statue of Terror"), the armored cyclopean head-wielder who guards the gateway to Area 2. He and The Legendary Axe's Jagu were impressive overgrown representatives of the new army of game-villain behemoths that appeared at the dawn of the 16-bit era; but while those two giants got most of the press, they were hardly without peer, even within their own respective games.



GNG provides us not only with amazing enemies to annihilate but also with remarkable realms to explore. As was the case in Ghouls' predecessor, Ghosts 'N Goblins, the journey commences in a cemetery, one that is now adorned with head-splitting guillotines and patrolled by scythe-wielding reapers. Slay the Statue of Terror and then visit an unfortunate town bursting in gorgeous flames as the earth itself splits and shakes.



Perhaps the most memorable stage of all is the third, which initially finds Arthur aboard a platform ascending through a dusky tower. Enormous legless knights protrude from the sides of the passage; should you fail to annihilate them before your ride reaches their level, they'll climb onto the platform and inch their way towards you. Watching a gigantic armored villain approach our hero in such ghastly fashion can be a horrifying experience indeed, and the dreary, ominous tune accompanying the action only adds to the scene's intensity.



The grimmest, most unsettling scenario comes afterwards, however. Step off that platform and approach the aptly named “Horrible Faced Mountain,” where demonic visages crafted of stone provide you with your sole means of traversing the grounds by sticking out their tongues. Beware of flying horrors and deadly flames, and don’t stay on one “bridge of tongue” for too long, or you'll find yourself gobbled up by a hungry rock beast.



The last level hurls you into a palace that plays host to a ruthless band of demons, dragons, and boss monsters. Most revolting of all are the hellhogs, uncouth villains who won't hesitate to vomit on you should you be caught trifling on platforms below their posts.



Once you conquer the five-board challenge, get set to do it again due to the series' trademark successive-playthroughs requirement for accessing final boss lairs.



It's all quite brilliant. But whenever I talk about GNG, I feel the need to mention what a kick-ass game its SNES followup, Super Ghouls 'N Ghosts, is. The flaming village is awesome, certainly, but not as memorable for me as the enchanting majesty of Super's snowy forest. And SGNG's wild storm scene, during which Arthur crosses an ocean aboard flimsy rafts, inspires feelings of awe and wonderment that are never evoked by the constantly gloomy GNG. With its dark cemeteries, burning buildings, and demon-faced rock crags, GNG brings about few feelings other than intense, immediate horror: You're in hell, and that's that.

I could delve into details regarding Super's more impressive soundtrack or its greater length, but that would only lead up to the fact that its adventure exudes the “epic" feel far more than GNG's brief five-stage journey. Weaponry is taken to another level in SGNG, with daggers and crossbow shots powering up to veritable lasers and homing missiles. The familiar-feeling controls are aided by the implementation of a double-jump, which might have spared gamers some frustrating moments in this episode.


This cloud boss likes to fly around in circles really fast, as if he's trying to perform a "Mode 7" trick so he can star in the super-awesome Super GNG. The poor guy can't quite pull it off.

Not that there's anything shameful about playing shorter, gloomier sister to the beautiful, epic SNES entry. GNG is an excellent game, one that SuperGrafx owners should purchase with no reservations. I just wish we SGX players had been privileged enough to receive a rendition of the Super chapter as well.