Based on what I'd read about it, I expected Legion to be an amusingly awful game at best and a useless piece of trash at worst. As it turns out, I think it's a worthwhile shooter--and not a mere "kitsch classic."
GAME REVIEWS
Saturday, February 20, 2010
Legion
Friday, February 19, 2010
Kaze Kiri
Old martial arts sidescroller Kung Fu, which many NES veterans look back on fondly (if never wish to revisit), was more a display of primitiveness than an instance of effective concept implementation. The simplicity of the affair worked in the game's favor, as it gave the repetitive beat 'em up ("beat 'em up" used in the loosest sense) a certain charm that fancier visuals may have negated (try to paint a prettier picture of the third-stage behemoth and you'll wind up with a generic Final Fight big man, while the wily old magician may have seemed more laughable than elusive had he wielded "Mode 7 magic"). Most subsequent punch-and-kick affairs traveled the correct route by surrounding their violence with adventures that went beyond Kung Fu's "walk down the hall" layout; those that chose poorly and polished the surfaces of KF's remains are widely looked upon as fighting-game laughingstocks (think Vigilante). Naxat Soft's Kaze Kiri, a Super CD adventure that has wrongly garnered the reputation of being a Shinobi slayer, stands as the exception to the rule, advancing the premise of single-strip, platforming-devoid action with elements of speed, technique, and aural excellence.

As Kaze makes his initial raid on the enemy's fortress, arrows with blazing tips rain down upon him. It makes for a neat scene visually, but just imagine if those missiles could actually strike and damage our speedy warrior. Instead, they simply fly straight through him and bury their tips in the ground. Later, as Kaze makes his way through an underground tunnel, loose stones fall from the ceiling. They work to create a neat scene when, if Kaze actually had to fear and dodge them, they could've made for an intense one. The monotony that the game ultimately treads through might have easily been alleviated.

We're eventually treated to a brief interlude that shows Kaze tossing up a rope and scaling a steep wall. Why not allow us to play through this scene rather than having us watch it? Have some of those kite-riding foes assail us. Diverge from the standard run-and-slash action.

Throughout the quest, doors in the background leading to adjoining corridors and openings in the ceiling leading to goodness-knows-where are clear in view, yet we cannot enter them. These images simply reinforce the desire to indulge in a little platforming and exploration a la Shinobi III and secret-laden Aladdin. How about a labyrinthine sequence reminiscent of Musashi's late-stage exploits or a few simple puzzles along the lines of the ones that Joe is typically forced to solve? (Heck, even Kung Fu forced us to think a little when the magician seemed impervious to our attacks.)

Kaze must duel with one particularly crafty ninja numerous times throughout the game. Mightn't some intermediary cinemas serving to explain and heighten the rivalry between the two have made the confrontations that much more dramatic?
Tuesday, February 16, 2010
Darius Plus
I played through Super Darius many times before acquiring this, its chip counterpart. I knew Plus would basically be the same game as SD, but I was still pretty excited about getting the chance to try it, as I'd heard so many good things regarding its treatment of the excellent Darius soundtrack. I was expecting an overachiever audibly but wound up gravely disappointed. Tunes that are sweet on CD degenerate into warbled messes here; formerly ominous dirges are rendered meek and unassertive.
Otherwise, not much is different. You get the same high-speed gameplay...
Monday, February 15, 2010
Super Darius
I didn't get around to buying Super Darius until I had already played and enjoyed its sequel, so I set my expectations for it at what I believed was an appropriately moderate level. Consensus seemed to indicate that SD was little but a solid shooter that essentially laid the groundwork for its flashier followup. There's no question that its graphics are not as impressive as SD2's--a quick glance at side-by-side screens makes this quite apparent. And I discovered upon playing SD that its bosses can't compare to the end-level monstrosities who star in its successor. In fact, many of SD's gate guardians are utilized in severely shrunken form as mini-bosses in SD2, mere yes-men to powerful new titans.
But it's no big deal that SD isn't as impressive as SD2 with its visuals (as its graphics are still very nice) or its bosses (as SD2's bosses are flat-out incredible). No, Super Darius' real issue is the problem caused during boss fights by its compacted playfield. The decision to stick with the brand of enormous sprites present in the three-screen-wide arcade game leaves players with precious little breathing room when the gigantic bosses arrive, and it doesn't help that said bosses typically fire super-fast spread bullets that leave only the tiniest gaps to slip through. Reaching a level's last battle is something to be dreaded, as the bosses are much more frustrating than enjoyable to deal with.
Comparisons, comparisons. That's what this was pretty much all about, I guess. I feel it was necessary in light of the rap Super Darius takes as SD2's supposedly weaker kinsman. But really, considering that they're both great and both must-gets, it doesn't matter all that much which one is "better." The obvious, sensible thing to do is get both!


















































