GAME REVIEWS

Wednesday, January 6, 2010

Astralius

~ ASTRALIUS ~
IGS
CD-ROM
1991

There is no other video game that pisses me off quite as much as this one does.

What's so awful about this seemingly innocuous RPG? I don't even know where to begin...



Well, the heroes walk slowly. I mean RIDICULOUSLY slowly. Perhaps you think the Faussete Amour and Beyond Shadowgate protagonists are slow. Well, they're Sonics compared to this bunch. And as if the game weren't inflicting enough agony upon you by making you plod along from one point to another, it also forces you to participate in a battle every slow step of the way. Yes, I do mean that quite literally. Take a step. Battle. Step. Battle. Two steps! Battle. Time slips away, and after a while you realize that for all the battles you've fought, you've explored but one small segment of a realm that's absolutely massive compared to your small, slow, dimwitted characters.



The slow traveling speed is annoying even when you're simply strolling about a village. Did you think you'd be allowed to save and heal in the same spot? Think again. The respective buildings are often located at opposite ends of town, meaning you have to trudge S-L-O-W-L-Y from one to the other. If you aren't familiar with the layout of whatever poorly drawn village you're stumbling through, this can take quite a while. And you'll have to watch out for "obstacles" as you go: I once encountered a SHADOW that my character bumped into and was unable to pass!



The inconvenience doesn't end there. Want to sell an item? You can hold plenty at once, and items you doff get placed at the very bottom of your inventory. You can't just hold down on your control pad to move through the items; you have to press down repeatedly. And you can't sell more than a single item at once. So if everyone in your party has just acquired new stuff, selling off the old junk can take forever. You can store things in a bank, but that would mean slowly walking to the building in the first place and then "scrolling" through your stuff until you get to the object you'd like to stash. Hell, you can't even talk to a townsperson without going through the trouble of bringing up a window and selecting a command.



Combat, too, is carried out in a remarkably goofy way. You'd have to view the "action" firsthand to understand just how goofy it is, but here's a hint: you actually have to utilize a menu command to see what your enemies look like, as you'll spend most of the time in battles looking at nothing but text windows on a black screen.



Most of the monsters are able to withstand hit after hit after worthless hit from your incompetent, overmatched band of warriors. And this is one of those obsolete RPGs in which you select attack targets for your characters at the beginning of each round and if their target gets killed or runs away, they lose their turn completely rather than moving on to a remaining creature. When you finally win, remember that you're literally just one step away from having to repeat the agonizing process.



And then there's the camel. Our poor heroes couldn't possibly endure the pain of treading across hot desert sands, so they need to buy and ride a camel. For some reason, after each random battle that occurs, field play resumes with your characters standing beside the camel. So if you're accustomed to getting on with your travels after battles, you'll find yourself walking away from your camel (and getting scorched in the process). Then you'll have to trudge back to it (and get scorched in the process). You'll almost certainly be attacked again on your way back, even though you probably won't be more than two steps away from the animal.



During one stretch of camel riding, I was attacked over and over and over and over to the point where I LITERALLY was moving BACKWARDS. Eventually, I got off the stupid camel and charged onward, paying no heed to the damage I was taking from the hot sands. I came upon a strange building and acquired an item that allowed me to see the spots in the desert where battles would occur. Practically the entire screen was covered with these spots. The situation was so absurd that I just laughed ruefully and shut off my PCE.



You'd think a game that incorporates music as a major thematic element (the heroes play instruments to perform magic-based attacks) would have a decent soundtrack. Of course, this one doesn't. Its audio is quite irritating, in fact. Its monster art is also unimpressive.



All of these complaints I've expressed so far are gripes I had after playing through a mere ten percent of the game. I did eventually beat the thing, and it really is horrible, but I'd be lying if I were to say I didn't develop a certain fondness for it. Part of that fondness has to do with me being "proud" of myself for defeating such a hellish game, but the adventure does take you through some neat sequences if you suffer long enough to experience them. There's a town with living, breathing snowmen; a large tree that plays host to a family of talking birds; a funny hot-springs scene; and an upside-down continent.



There's also a beautiful cinema that shows a sword buried in snow with reindeer prancing about. It's a very memorable scene in a game that, for the most part, lacks impressive cinematic moments.



Heck, even the basic idea of starring traveling musicians instead of typical warriors and wizards is pretty neat; and by having said musicians "jam" together, you can pull off special attacks, a few of which are quite useful and one of which actually looks really cool.



The best part of the game is an area consisting of small islands separated by vast stretches of sea. You make your way from one bit of land to the next by jaunting along atop sharks who stick their heads above water and make for a pretty darn cool method of travel. The enemies in this area attack just as frequently as their cohorts, but some of them actually give you lots of gold and experience points for your troubles. Plus, the music suddenly decides to rule.



Unfortunately, every time I started to like Astralius just a bit, something would happen to remind me what an awful game it really is. Engaging in battle ten or more times while taking twenty slow steps is rather unbearable, especially when every adversary you come across is utterly merciless. Some enemies "curse" your characters (read: reduce their attack power to nothing), and, believe it or not, the "collision detection" for the curse spell is horrid. What I mean is that one character might be marked as cursed while it's really the person next to him who's screwed. And I mustn't neglect to mention the expansive final maze; deep inside the labyrinth is an outwardly typical staircase that actually took me right out of the structure, forcing me to begin my trek anew. Even more annoying was the time I was making my way through an enormous dungeon only for a random pillar to suddenly fall down and crush my flutist, abruptly wiping out thirty minutes' worth of progress.



For those who decide they're tough (or insane) enough to accept Astralius' challenge, I can at least tell you that the early desert stretch is by far the most tedious and annoying part of the trip. If you survive that area, you'll stand a legitimate chance of completing your mission, though there will still be many hours of severe hellishness yet to come. Thank goodness my benevolent cousin Zigfriedozlov wrote up an Astralius walkthrough, which can be found here.

Thursday, December 31, 2009

Super Raiden

~ SUPER RAIDEN ~
Seibu Kaihatsu / Hudson Soft
Super CD-ROM
1992

Raiden veterans will find themselves in familiar territory when they begin playing Super. Actually, just about everything--from the bullet-heavy gameplay to the unimpressive visuals--will seem to be the same.



For this release, however, the game was blessed with a red book soundtrack (which was hardly a given--just ask owners of Altered Beast CD). The instrumentation is excellent, quite reminiscent of Hellfire-S'. Unfortunately, the compositions themselves are far from special with the exceptions of the Stage 2 theme (which is fantastic) and parts of the Level 10 number.

And yes, I did say "Level 10." While the original Raiden is an eight-board affair, Super tacks on two additional stages, a flooded Area 9 and a hard-as-hell final strip.



The concern here isn't with the new stages themselves; in fact, the last level will be appreciated by shoot 'em up experts for its high level of difficulty. The real issue is that Raiden already felt long as it was. Even the best of shooters start to push their luck when they extend beyond a reasonable six or seven stages, and Raiden was never exactly the strongest vertical around to begin with. It takes skill to make it to Level 10 in this game--and it takes incredible fortitude to begin the long journey anew after failing on that level. If you do survive the gauntlet, you'll be rewarded with a new bit of ending... but don't expect much from it.



Super Raiden will be a nice pickup for folks who are already Raiden fans and who'd like to experience the challenge of the new stages and the novelty of playing the game with red book music. For those who haven't yet purchased a PCE Raiden and insist on doing so, my advice is to go with this one, as it's more rewarding and boasts higher-quality audio. And here's one more bit of advice: if you make it to the last boss and you think you've got him beaten, well... you haven't.



So don't let your guard down.

Wednesday, December 30, 2009

Raiden

~ RAIDEN ~
Seibu Kaihatsu / Hudson Soft / NEC
HuCard
1991

Raiden is much heavier on bullets than most of its 16-bit peers, and it bears a greater resemblance in play style to the manic shooters that came after it than it does to the titles that sat alongside it on store shelves. The formula will feel familiar to bullet-hell vets: make do with your regular guns while taking care of small-fry, and save your bombs for times when you absolutely need them (namely, when something huge comes along and is about to fill the screen with speedy projectiles). You have to use a little strategy and memorize the ways in which the tougher sequences play out. Raiden certainly isn't as wild as many of its descendents, but it's hard and will seem especially so to those "aces" who earned their titles breezing through Compile blasters and the like. For a wretchedly ancient shooter, Raiden is strikingly modern in some respects.

It's also an absolute bore visually. There's a lot of dirt, water, and base-type area to fly over, and things become even more revolting when you soar up into space, where even the asteroids are ugly. Block-shaped tanks and cookie-cutter craft, no matter how large they are or how many bullets they fire, aren't all that much fun to fight, especially over the course of what's a pretty long adventure at eight levels.

It's Raiden's strange lot to be action packed but dull. I'd like to be able to say that being hard and standing out stylistically among Turbo shooters are factors that make it worth playing. However, Tatsujin is rougher and better, and Kyuukyoku Tiger is similar in theme and gameplay style but manages to be a lot more enjoyable. But Raiden is still decent, and if you've tackled those two (along with the many other Gunheds and Soldier Blades that rank higher in PCE shoot 'em up hierarchy) and you're seeking a new challenge, well, here you go.


Raiden doesn't hesitate to let you know exactly what you're in for: lots of bullets and very dull enemies and environments.


Yeah, the action is pretty heavy. But could any of this possibly be blander?


Things don't improve much up in space. Hell, I think I saw these fools back on Earth...


...Yes, yes I did.


All right, here's an enemy I like. The trains that come chugging along in Level 2 are my favorite Raiden foes.


You have only two primary weapons: a spreading vulcan and a concentrated laser. Typical positives and negatives apply.


Things get pretty tough when these craft surround you in the final level. Get by 'em and wreck the last boss so that you can... start all over again.

Monday, December 28, 2009

Loom

~ LOOM ~
LucasArts / TTI
Super CD-ROM
1992

Loom originally appeared on the PC and was quite a success before transitioning to the Turbo's Super CD unit. It's a strange game to say the least, and it certainly isn't for everyone. It's quite reminiscent of Sierra's line of King's Quest episodes, and if you enjoy that type of point-and-click adventure game (as I do), you'll probably be enthralled with this title (as I am).



But be aware that it's slow. Truth be told, Loom can be a relatively tedious affair at times, as the hero walks slowly, the plot unfolds slowly, and the game loads up slowly. Despite all that, it's very short: you probably won't need more than a single afternoon to complete it.



If you decide you can live with its pacing and length, Loom will have you assume the role of Bobbin Threadbare, a weaver who plays patterns of musical notes on his distaff to make incredible things happen. He sets off to find the other weavers (who have all been turned into swans, of course)...



...and along the way he meets plenty of interesting folks from the Glassmakers, Shepherds, Blacksmiths and Clerics guilds.



Eventually, he stumbles upon an evil plot that the Clerics are devising and gets himself into a ton of trouble.



Loom won't deliver much action, but it will keep most players entertained. Bobbin eventually gains many powers, including the abilities to change straw into gold, see in the dark, alter the colors of objects, turn invisible, and strike fear into the hearts of living things; and experimenting with the various drafts will lead to some truly hilarious moments.



Loom is a fabulously funny game; Bobbin is a witty, cynical young lad who isn't afraid to crack distasteful jokes or tell off the most powerful of villains. The wacky people and creatures he encounters during his quest provide plenty of laughs as well.


"Ahem."

Loom boasts solid aesthetics to accompany its wonderful sense of humor. As you would expect in a game that places so much importance on sound, the music is brilliant. Tchaikovsky's Swan Lake composition possesses a leisurely, ethereal quality that adds to the majestic feeling of the game. And while none of the character sprites exhibit much detail, the background graphics are often very well drawn and look like simple-but-cool paintings.



There's little doubt that Loom's slow gameplay will drive some people out of their minds. But if you're patient with the title, it'll probably keep you very entertained with its clever sarcasm and charismatic cast while really making you think.

Sunday, December 27, 2009

BoxyBoy

~ BOXYBOY ~
Media Rings / Thinking Rabbit / NEC
HuCard
1990

BoxyBoy grants you the opportunity to visit some of the world's greatest nations, like Egypt, Japan, and, uh, "SOUTHPOLE." Once you arrive in a particular country, you get to CHALLENGE it...



...which basically means you'll have to shove a bunch of boxes onto a bunch of dots.


And that's all there is to it. Some boards (not many) are easy; some are ridiculously difficult. Some are small, while others are so large that they comprise multiple screens. The game is somewhat helpful and forgiving: you can rewind your actions and bring up a faraway-view map screen to get a better idea of the big picture.



You may hammer away at these simple-in-concept puzzles for 250 rounds if you like. Sadly, unless this boxy brand of conundrum is really up your alley, you'll likely find the adventure too uninteresting and repetitive to stick with for more than just a couple dozen levels. Even if you enjoy other puzzlers that involve shoving shit around, chances are you won't find BB particularly appealing, as the ones you've already experienced probably do much better jobs of keeping players interested. Old Adventures of Lolo for NES basically boils down to pushing stuff, but it features a likable hero and plenty of hostile creatures for him to deal with (and even equips him with the means of putting those creatures to use in the puzzle solving). The Turbo's very own Tricky Kick isn't as complex as Lolo, but it succeeds thanks to cool level themes and appealing characters who have their own unique storylines that are relayed via opening and closing cinemas. To be fair, BoxyBoy does periodically present congratulatory cinematic screens...



...but we're hardly talking the sort of stuff that'll motivate a player to persevere through a multitude of tough levels. Now, if BoxyBoy were, like, my only TurboGrafx game, I suppose I could see myself spending hours and hours on its most challenging boards and eventually developing a fondness for the title. Solving a hellish room layout does feel awfully good...



...but maybe that awesome feeling is really just attributable to relief. And for some reason I doubt that there are many people in that unenviable BB-only position, so few will have reason to play the game for very long, as the system's library offers so many more-attractive alternatives. Like Gate of Thunder. Or Rondo of Blood. Or Tricky Kick.