GAME REVIEWS

Tuesday, November 3, 2009

Mami Inoue

~ MAMI INOUE ~
Hudson Soft / SOFIX / Red
Super CD-ROM
1992

Do yourself a favor and check out my disgruntled cousin Zigfriedhopov's Mami Inoue review, even if you're not the slightest bit interested in the title (and I don't suppose that anyone is), as the piece is quite good and very funny. I don't really have anything to add to what my thorough kinsman says about the game except that I find it to be so bad and so dumb that it actually ends up being pretty damn funny; and the "point and laugh" moments just keep on coming, as it moves along a lot more quickly than many of the other bad comic-style games for the Duo.


As perceptive Zigfriedhopov observed, there is an ever-so-slight difference between how Mami is presented and how all the other characters are.


Crudely sketched or not, the shades-wearing "coach" and the time-machine-eating dinosaur are impact characters who will never be forgotten.


Your destinations are presented in refined full-screen portraits.


Sometimes the two amazing art styles are melded seamlessly, as in this riveting scene.


Should neither style do much for you, there's some brilliant extra artwork to check out.


The plot is quite the exciting up-and-down ride. Scenes of brutal violence are followed by uproarious antics.


But yeah, to be serious for a moment, if you absolutely must have one of these "teen idol" titles, walk away from this crap and go for Kagami no Kuni no Legend instead, as it's actually a pretty good game.

Monday, November 2, 2009

Ys IV: The Dawn of Ys

~ YS IV: THE DAWN OF YS ~
Falcom / Hudson Soft
Super CD-ROM
1993

Fans of Book I & II get a treat right off the bat here, as Adol's confrontation with Darm is recreated in a thrilling opening cinema.



They also get the chance to romp through Esteria (the land that hosted the events of Ys I), visiting familiar locations, seeing familiar faces, and reveling in familiar tunes. I got chills as I played through the revisitation stretch for the first time. Ys IV will bring nostalgic tears to the eyes of I & II veterans as it effectively pays homage to its glorious predecessor, and it deserves a lot of credit for that.



Of course, IV has some money moments of its own, including fantastic "history lesson" scenes that feature moody, dramatic music and extremely cool artwork.



It also offers its own take on old-school-Ys-style combat. You can't simply have Adol lower his shoulders and bulldoze through everything now; you have to pay a little more attention to the impending collision spots if you're going to avoid taking damage. Despite the modifications, the bump-and-run method still lends itself to speed and convenience, and the Samson shoes (which turn Adol into a slow footed but nearly invulnerable wrecking machine) make late-game leveling a not-very-arduous task.



More impressive than the combat tweaks are the puzzles and challenges involving the environment, including a course of shifting desert sands and a bizarre warp-tile trial.



The graphics received the upgrade treatment and now flaunt slightly larger sprites and more background detail. I wouldn't call the visual improvements major, as I found Book I & II nice looking to begin with, but they contribute to the game's general appeal all the same.



The anime-style close-ups of the characters benefit from a new refined style: Lilia, for instance, looks much better here than she does in I & II.



Of course, despite Lilia's improved looks, Adol, as usual, finds a few new ladies to cavort with.



While I'm fine with the gameplay and graphical amendments, I'm not completely satisfied with the soundtrack. Sure, there are some brilliant tunes to be heard here, among which are the new rendition of Adol's hook-laden theme, the immensely catchy number featured during a late-game tower stretch, and the appropriately odd-sounding track that accompanies the warp-tile escapades. There are some forgettable and even awful moments, however: one of the field tunes, a repetitive electric-guitar-driven number, is horribly grating; and I always want to cover my ears when I hear the high-pitched shrieking that goes on within the flood-gate labyrinth. There are quite a few remarkable chip tunes included, however.

The humdrum villains constitute a greater concern than the hit-or-miss music. I would've preferred foes more intriguing than the cartoony lot we get here, as these miscreants would be more at home in a Schbibin Man game and seem particularly unfit when viewed as successors to the legends that were Dark Fact, Dalles, and Darm.



I don't like the fact that Dark Fact's old chambers are occupied by a chubby blonde oaf; and while the conniving girl looks cool on occasion, she doesn't do much aside from stealing a tactic from Dalles' old playbook. Evil bladesman Guruda does earn his place in PCE history with one shocking moment of treachery, but he isn't very memorable design-wise; he's just a generic blue-haired anime dude.



A lot of folks consider Ys IV to be the Duo's greatest action-RPG. While I do think it's very good, I don't agree with praise of that sort. I believe the game is outmatched in many respects by a number of its peers, even within the Falcom fraternity: Book I & II has the greater soundtrack and cooler villains, Legend of Xanadu is more challenging and features superior puzzle design, and Xanadu II boasts better visuals and more-satisfying combat. However, Ys IV does indeed offer up a fine overall package and stands as a worthy successor to I & II (which is truly the greatest PCE game of all time).

Friday, October 30, 2009

Final Lap Twin

~ FINAL LAP TWIN ~
Namco / NEC
HuCard
1989

I wrote this racer off when it first came out because it had received some pretty low scores in Electronic Gaming Monthly (stupid of me, I know) and I'd already bought Victory Run for my driving fix. Thank goodness a friend of mine ignored the magazine balderdash and went ahead and purchased the chip. I tried it out at his house and was hooked as soon as I started a game up in the RPG mode. Yes, rather than have me speed around in circles interminably, FLT defied driver tradition and presented a full-fledged, races-based journey to undertake. What a novel idea for a racing game! And hell, it played pretty damn well and featured some good tunes too. So, of course, I immediately went out and acquired it, and I've played through the adventure a number of times in the years that have passed since then. FLT is a game that all Turbo enthusiasts should try--I have yet to run into someone who doesn't dig the quest mode.


FLT's RPG land is actually pretty fun to explore. Do a little searching and you can find quite a few hidden items and secret messages.


Random "battles" are one-on-one, single-lap race-offs...


...while boss confrontations are huge, multi-lap spectacles.


Your car eventually gets cursed, which causes it (and apparently every other vehicle in the land) to shrink.


Maxed-out ratings are nice, and acquiring the secret parts is essential, but if you don't track down the mysterious "Mr. Minute" for a last-second upgrade...


...then this guy will annihilate you.


Completing the quest doesn't have to mean you're done with the game. The regular racing modes can provide lots of additional enjoyment, especially if you play with a buddy, record your best times, and go for new records.

Wednesday, October 28, 2009

World Court Tennis

~ WORLD COURT TENNIS ~
Namco / NEC
HuCard
1989

Final Lap Twin endeared itself to Turbo players with its innovative RPG mode, but a big reason it was such a success is that its driving engine was solid to begin with. It plays great as a racer and would've been received well even if its designers hadn't put together a cool adventure to make the whole package even stronger. World Court Tennis, on the other hand, does not fare well at all with its basic sports action. The large-headed, stupid-looking players run so slowly and swing so meekly that you'll wonder if they've ever set foot on a court or picked up a racket before. But WCT's designers weren't content with building a throwaway standard mode; they had to go ahead and bomb with all the questing elements they incorporated as well.

Unlike Final Lap's, WCT's core gameplay is shit, failing even to come close to Davis Cup's or Final Match's. It goes completely to hell when you're forced to switch sides and play at the top. Good luck returning the ball.

The presentation elements are revolting 8-bit-caliber trash, and it seems like the designers didn't even give a damn about the "adventuring," as there's little to do but plod from town to tennis court to town to tennis court. You do eventually get an inner tube to flounder about the "vast" seas... in case that sounds like fun.

The townsfolk spew the simplest, stupidest BS I've ever encountered in anything remotely resembling an RPG. Not that there's much for them to clue you in on in this simple tale.

Oh, there are some secrets to stumble upon... not that they're of the helpful sort.


Make it to the end and you'll get to face the evil tennis king, who is apparently the devil, who is apparently a goofy green guy.


Even the NPCs know that you should be playing Final Lap instead of this garbage. In fact, this is the one useful bit of information you'll receive during your quest.