A kick-ass hack-and-slasher in the vein of its widely lauded predecessor, LA2 is unique because of its atmosphere: I've yet to experience another game quite as dark and brooding and melancholy as this one. The overhanging feeling of despair isn't conveyed through cinematic events; instead, it's established via elements of in-game presentation. The music is so grim and somber; the enemies, so bizarre; the stages, so bleak and unforgiving. And there's no new dawn to look forward to, as even the concluding sequence is completely fucked up. I know a fellow who doesn't enjoy playing the game because it depresses him. I understand why he feels that way, but I can't say I'm similarly repelled by the darkness. In fact, said darkness is what draws me into the adventure.
GAME REVIEWS
Sunday, June 21, 2009
Legendary Axe II
Saturday, June 20, 2009
R-Type
I've always appreciated this sidescrolling shooter's well-thought-out level designs; there's rhyme and reason to every aspect of every one of its stages. And brilliant board construction is hardly the only thing it's got going for it: its enemy designs are legendary, its graphics are remarkable, and its soundtrack is memorable and diverse. Despite all those positives, I've never particularly loved the game, as I find it falls short in many respects when compared with certain other strategy-emphasizing titles, and admittedly, I tend to prefer fast-paced Thunder Force-type shooters to the slow breed that it belongs to. Still, with my affinity for high-level challenges, I can't help but give R-T a play every now and then.
I do enjoy it for the most part. It hits its strategic stride with the stretch that comprises levels 4-7 before wrapping up with a somewhat-lame final mission. The first three stages are rather slow and easy, but they're veritable shooter-hall-of-fame displays considering the bosses and tunes they feature.
Friday, June 19, 2009
Space Harrier
Inspired by my brother Alexei's heartfelt review and fond recollections of the game, I decided to give Space Harrier a quick play for the first time in a while. Actually, it wasn't so quick; I must admit it took a few sessions for me to regain my space-harrying skills. That's a good thing, as I like it when a game requires practice. And SH is always a nice change of pace for me; there are few Duo games quite like it (the system, like its contemporaries, was low on into-the-screen blasters), so transferal of sharpened skills from one recently played title to this one is generally out of the question. Before too long, I was back in the zone, tearing through enemies and speeding past pillars until I reached the glorious "Epirogue."
As for negatives, the game is too repetitive. It takes a number of stages and basically rehashes them with obstacles more abundant and enemies quicker to the draw. The gameplay is challenging and enjoyable enough that the repetition doesn't become a major issue, but I feel the designers were a little short on ideas for the eighteen stages they constructed.
Thursday, June 18, 2009
Keith Courage in Alpha Zones
Being that this pack-in action-platformer was my very first Turbo game, I was pretty excited to give it a try back in 1989. Ten minutes into my first session with it, I'd already determined that it wasn't any good, so I shut it off and started playing The Legendary Axe instead. I didn't get around to beating it until a long time after that, as it was a game I never really felt like playing. But as middling as it is, it gradually made its way over to my good side.
KC's flaws have been discussed ad nauseam, but since I like to nauseate people, I'll do a recap. It feels terribly repetitive, whether you're grinding for cash by fighting beanie-wearing midgets and flying cats in the overworld areas or wandering around in the every-path-looks-the-same underworld zones. Also annoying are the slow gameplay in said overworld areas and the inevitable blind leaps into spike pits in said underworld zones.


The basic concept itself is awesome: a goofy fellow bumbles around a wacky overworld and earns cash for blade upgrades and auxiliary bombs; then, he puts on a mecha-like suit, pulls out a lightsaber, and battles his way through a dark, mazelike underworld.
Gensou Tairiku Auleria
Auleria is a side scrolling action RPG set in a victorian era/medieval fantasy world. You'll control multiple characters, explore many different lands, and watch some pretty cool cinema screens as you go through the quest. Fans of the Wonder Boy games, Castlevania II, Zelda II, etc, are the people I would say will enjoy this game the most (and also people with the best taste in games). I'm a huge action RPG fan, especially side-scrollers, so I really dug Auleria.
You start the game as a warrior who comes home to his village to find everything burned and destroyed and his woman (I presume) dead. All this is revealed in a cool opening cinema-- when you actually take control of your guy you'll be kneeling at the woman's grave. I couldn't really decipher much anything else from the story except that there's your usual purple and green demon boss guys, chicks with horns, and other 80s anime crap like that.
Action screens vary from countryside roads, swamps, forests, snow covered mountains and deserts to name a few, while dungeons are generally of the underground cave variety. There are also a few instances where you'll have to fight your way through a castle or mountain side to get to a boss.
There aren't any real levels (except dungeons)-- each chapter of the game is instead comprised of many different screens and is walled off from the previous chapter in some way so that you never have to backtrack to locations from earlier chapters. Each screen will scroll right to left, or left to right (there are a few where you go up and down, but they're only in dungeons or castles), and generally end with an option to go to 2-4 other screens. Screens will be either action stages or towns. You'll have to remember which options lead where, which isn't too hard once you get the layout of each chapter down. At first it's pretty confusing since everything is in Japanese, but what I did was just make a mental note of what the first japanese character of each screens name was, and then it was easy to get around. This is important because you'll be doing lots of backtracking and talking to people in towns during each chapter. Don't worry though, there's only about 5-8 people in each town and only like 2 towns per chapter so talking to everyone is SUPER quick.
The controls are a high point because everything is DEAD on-- movement is fast and responsive, although the collision detection is a little annoying sometimes. Button 1 makes you jump, and button 2 is attack. Holding button 2 will charge up your magic attack, which is different for each character (except the spear guy, he doesn't get any magic). Each of the characters have unique abilities, and switching between them is quick and easy. For example; the spear guy has really good range but is slower and can't jump worth crap, your main character is average with a cool fireball magic, and the girl you get is weak but has the best magic, so you have to decide which one is best for each part.
One of the coolest features, or possibly the coolest feature, of this game is leveling up. Two things are sweet about this; first of all your magic gets more powerful as you go up-- you'll start out with a puny fireball but by the time you're a pretty high level your fireball will dominate the screen. The second and COOLEST feature ever in an action RPG is that as you go up in levels, weaker enemies stop appearing! This makes all the backtracking between screens painless since you don't have to waste time fighting enemies that give you 1 experience point. Every time you level up enemies will give you less experience, until finally they just stop appearing. This makes it so you can't immediately max your characters out (like in Ys), and takes away the pointlessness of fighting for no reward. Seriously this one stroke of genius puts this game in top tier in my opinion. I can't believe this ingenius system hasn't been used in more games since it's so simple and obvious.
The graphics are pretty average at best. There are a couple really cool looking spots in the game, but for the most part you won't be impressed. Your characters and the enemies are fairly large, but the animation is choppy. The backgrounds don't feature any parallax scrolling and the color palatte seems rather limited, which is ridiculous on a system known for pumping out both sweet parallax and the best & most vibrant colors of the 16bit generation. These shortcomings don't detract from the game, but still I would have liked graphics that pushed the Duo a little harder since it was released in 1993 alongside other games that graphically destroyed anything the SNES had on offer.
I also started writing a walkthrough for the game back in the day to save people some needless backtracking but I never finished it because my Duo's memory got corrupted. I was probably 3/4 of the way through the game so someone might find it useful. Get the walkthrough here, mah jiggaz.
Genesis game that is better than this game rating- Wonder Boy V
Wednesday, June 17, 2009
Kyuukyoku Tiger
Tuesday, June 16, 2009
Momotarou Katsugeki
Katsugeki is commonly referred to as "the good one" when the PC Engine's Momotarou games are discussed. Of course, this has a lot to do with the others being primitive Japanese board games and RPGs that few have spent more than a couple of minutes with. (In actuality, Densetsu II and Densetsu Gaiden are pretty darn good.) But even independent of comparisons with its "inaccessible" siblings, Katsugeki seems to have earned widespread respect as a quality platformer.
That didn't exactly mean that the game would work for me, however. Cartoony platformers generally aren't my thing. I do love a few of them, including New Adventure Island with its urgent pacing and Son Son II with its exploration elements. But I've never been a fan of the adventures that proceed in leisurely fashion as one hops and bops along, picking up coins or what-have-you and contending with mindless little adversaries; the "intrinsic fun" of these titles usually eludes me. So I wasn't all that thrilled to find after a few seconds of play that Katsugeki seemed to be of this lackadaisical ilk.
But upon being given a chance, Katsugeki won me over by providing an enormously wide variety of obstacles and challenges. Flipping platforms, floating platforms, sliding hooks, mechanical crusher claws, spinning razor blades, plummeting stalactites, water spouts, lava geysers, ladder-climbing gauntlets, flesh-covered teeth pits, enemies that give you rides, enemies that hurl their heads at you, flame wielders, bomb droppers, swimming sections, animal-aided aerial fights... you really never know what you're going to have to deal with next in this game. Sure, none of those obstacles or ideas were brand new concepts when Hudson employed them for Katsugeki, but they're implemented so well here, with such frequent and seamless transitions from one to the next, that they seem very fresh and exciting.



























































