GAME REVIEWS

Friday, February 12, 2010

Cyber Knight

~ CYBER KNIGHT ~
Compile / Group SNE / Tonkin House
HuCard
1990

I bought Cyber Knight only because it was priced at a mere two bucks and I was looking for some cheap throw-ins while wrapping up a huge transaction. I had no idea what it was about, but going by just the name, I suspected it to be an awful, archaic action title. It's actually a mecha RPG; I guess you could view it as sort of a "prehistoric" Xenogears.



Once I discovered the truth, I wasn't exactly more eager to play the game, as I didn't expect much from ancient chip RPGs at that point. But I was compelled to give it a fair chance by its incredible opening, which depicts spaceships locked in combat.



The sequence isn't particularly special visually, but it's extremely intense thanks to the accompanying tune, which absolutely rocks and features some of the best drum sounds to be found in a chip game. In fact, CK's soundtrack impresses from start to finish, with a number of other excellent tunes included in the high-quality batch. The game is worth playing through just to hear some good (and atypical) HuCard audio. But before you get going with it, you'll want to make sure that you've got two things:

1) A good guide. There's a great web page devoted to the Super Famicom version, and 95% of the walkthrough it links to is applicable to the PCE game, so you'll know where to go and what to do when you get there. There are a couple of areas mentioned in the FAQ that I either didn't have to or wasn't allowed to visit, and some cited events occurred at unexpected points in the adventure for me; but everything that you need to do to beat the PCE version is covered.

2) Knowledge of katakana. I'm not usually one to try to dissuade folks from experimenting their way through an import RPG, but I really don't see it happening with this one. The game is just too complicated for people to fiddle their way to victory.

How complicated is it? Well, you know how annoying it can be when you're wandering around a town in a Japanese RPG and you're just trying to talk to the right person to trigger the next event? Well, imagine if you didn't have to bumble around a mere six-house village but THE ENTIRE UNIVERSE instead. Cyber Knight has you travel not only to different planets but also to separate solar systems. And there isn't a defined path through the stars. The game grants you access to lots of different locations at once, and you often have a number of separate quests that you can set off on at any given time. Yes, the aforementioned FAQ does tell you where to go, but it won't help much if you can't read the in-game katakana.

The Cyber Knight play system is not simple by any means. You can select three of the six available characters for any given quest, and you'll want to take into consideration their respective classes (each character specializes in a particular field, such as science or mechanics), as certain skills are needed for certain missions. You've also got five different mecha (each with its own respective strengths and weaknesses) and many different weapon types to select from. You can lug along everything from lightsabers and plasma guns to rocket launchers and nova-flame emitters, and you'll need to experiment with all of them to figure out which ones work best against which foes. There are also assorted defense fields to mess around with. And even aboard your home base (a starship), you'll have lots of different menus to work out.



It might seem like a lot to contend with; Cyber Knight comes off as a modern RPG trapped in the body of an old one. But as is often the case with quality modern games, once you get rolling with CK's system, it'll seem pretty simple after all, and then you'll get to enjoy the finer points of the adventure. You'll rush to the aid of cavemen, robots, and large pink whales...



...while utilizing your mighty weaponry to annihilate foes ranging from fearsome dinosaurs to bizarre, indescribable aliens.



Actually, the adventure itself might prove to be a bit too simple for some. You usually aren't asked to do much exploring once you arrive at a planet. You just talk to a particular person or solve a simple maze (only two locations have labyrinths that are at all complex) and then move on to the next area of importance.



The appeal of the game, outside of the audio elements and the interesting acquaintances you make, mainly lies in the strategic combat, as you get to position your mecha on the field while considering the weapon selection/experimentation aspects. But while the enemies you run into are conceptually intriguing and can put up a fight, they don't look very good. CK isn't a top-tier title visually by any stretch of the imagination. You don't even get to fight any sizable creatures aside from the berserker queen at the end of the game.



But CK should still prove to be a very enjoyable RPG for those who are up for the reading requirements. From what I gather, there's a translated rendition of the Super Famicom version somewhere out there. But we all know that the cool way to play the game is on the PC Engine in a language we can't understand.

Wednesday, February 10, 2010

Faussete Amour

~ FAUSSETE AMOUR ~
Naxat Soft / AiM
Super CD-ROM
1993

This colorful action-platformer reminds me of Super Castlevania IV (with its multidirectional attack system and "hook-and-swing" gameplay sequences) and Super Ghouls 'N Ghosts (with its "take a hit, lose your armor" damage system). Now, SC4 and SGNG are certainly the best SNES games ever made--yet Faussete Amour outdoes them both. FA has no unnecessary spinning rooms and no adventure-halting slowdown, and its stripped-when-hit star is a cute girl rather than a hairy fellow. So, with this one game, the PC Engine officially defeated the entire SNES library.



Seriously though, I enjoy Faussete a heck of a lot more than I thought I would upon reading the many lukewarm (at best) reviews of it. Yes, the heroine (a lass named Corque) walks quite slowly, and the first three levels move along at a rather lackadaisical pace. But things really start to pick up during Scene 4, which presents some extremely tricky platforming gauntlets to navigate. And the last few stages drive the slow walking element completely out of mind by constantly having the player utilize Corque's chain-and-blade weaponry for hacking, swinging, spinning, and bounding.



The graphics are bright and appealing from beginning to end...



...the bosses are monstrous and memorable...



...the cinematics are abundant and nicely done...



...and the music is, er... interesting. Really, it's very different from anything you'd expect to hear in this sort of game... and I like it! I know that some folks will HATE it, though.

Some folks might also find themselves under the impression early on that FA will be easy. Indeed, it is very easy... for a while. Its later levels, however, feature a number of tricky spots and wily creatures. The two bosses at the very end are particularly tough and sure to give players fits.



Aside from its pacing issues (which most people will view as negligible by journey's end), Faussete Amour is a very cool platformer, one that action-game fans should pick up if they can do so at a reasonable price.


Tuesday, February 9, 2010

Ryuuko no Ken (Art of Fighting)

~ ART OF FIGHTING ~
SNK / Hudson Soft
Arcade CD-ROM
1994

Maybe this is an example of what low expectations can do for a game that, in reality, isn't all that great. I expected very little from this fighter, as I'd always thought its characters seemed terribly generic. And the fact that I wasn't particularly thrilled with Fatal Fury 2 made me skeptical of the purported quality of its hailing-from-the-Neo Geo kin. Well, AoF's graphics aren't as impressive as FF2's, and its characters aren't as cool as Terry Bogard's crew, but I have a strong preference for its actual fisticuffs, and I get a kick out of its goofy plot. In fact, it plays well enough and has proven amusing enough to rank among my favorite fighters for the PCE.


Story Mode has you choose one of these two dudes to ride around town and batter people with.


The combatants are pretty large to begin with...


...but they're rendered gigantic once they approach each other and the game "zooms in" on them. It's a gimmick, but a very cool one, and the Duo pulls it off pretty darn well.


The bonus rounds aren't very exciting. Hit the button at the right moment, or mash said button as rapidly as you can.


Loading screens like this one appear between matches and remain up for what seems like an eternity--the only real downer in an otherwise extremely enjoyable fighting game.

Sunday, February 7, 2010

Meteor Blaster DX

MindRec - 2004 - U.S.A.
Super CD-ROM


For years I lamented the void in the TurboGrafx library created by the lack of an Asteroids clone and thereby all the thrills and chills I was missing out on. Asteroids is such an enthralling experience, after all. Lucky for me, after nearly 15 years of waiting, Meteor Blaster DX showed up to save the, uh, decade.


While obsolete consoles such as the Genesis and Dreamcast are enjoying successful lives after death with extraordinary original games such as Pier Solar and Last Hope, the Turbo is turning over in its grave with the release of ancient Commodore 64 ports and clunky arcade games that had long since retired when the console was still in its heyday.

All that said, Meteor Blaster DX brings nothing to the table that hasn't already been done previously (and better) in the genre. There is only so much that can be done with the Asteroids template, and I'll concede MB does just about all of it. Twice nothing is still nothing, however, as the game does a good job of proving.


You have the option of flying one of four ships, none of which are too inspired design-wise. As a matter of fact, the ships look downright ugly and out of place over the pleasant backdrops and alongside the competently detailed asteroids. Each ship has its pros and cons, but ultimately it doesn't matter which one you choose as the differences aren't realy significant enough to affect gameplay.

The Emerald Falcon is the pinnacle of spacecraft design.

If you found Asteroids plodding, slow, monotonous, and boring the first, second and third time around you probably won't be thrilled to hear that little has changed in that regard. For this outing, the developers saw fit to add a techno soundtrack extremely similar in style to the one they used in Implode. While I thought the techno tracks worked surprisingly well in Implode, they unfortunately fall flat here and only work to enhance the dreary ambiance. The core gameplay still feels dated as ever, and you'll suffer one cheap death after another from bits of rock that wrap around from the opposite side of the screen to whatever spot you happen to occupy. Meteor Blaster's attempt at a "wow" factor is the addition of actual bosses every 10th stage. Trouble is, you face off against the same boss (albeit palette-swapped) over and over again. The action drones on for a much-too-lengthy 99 levels. If you actually make it to the end, you deserve a medal. Not for skill, mind you, but for unparalleled stamina and endurance. I turned the game off long before reaching that point.


Cutting the length of the game by about 70% and introducing some other bosses and enemies to shoot at would've done wonders for Meteor Blaster. The "silver lining," if such a thing exists in this game, is in the presentation. The in-game visuals are pretty nice for the most part, and the package feels polished. That is, of course, excepting the physical disc itself. Someone thought they could save some dough by distributing the game on blue-dye CD-R, rendering the game unplayable on about 50% of Turbo consoles out there. The good news is that 50% isn't missing out on anything novel.

Be it stage 3 or stage 16 (or stage 28 or stage 52 or....), you can count on more of the same.

Coming soon: a look at the brand new port of an Atari 2600 game so old we're having trouble with the carbon dating process.

Prince of Persia

~ PRINCE OF PERSIA ~
Broderbund / Hudson Soft / Argent
Super CD-ROM
1992

Contrary to what one may surmise from swordplay-exhibiting screen caps, Prince of Persia is actually more of a strategy/puzzle game than it is an action title. You'll have to figure out the correct route to take through the dungeons of your enemy's palace while solving puzzles, circumventing obstacles, and avoiding the many traps that have been set for you--traps that frequently involve spiked floors, falling planks, and razor-sharp guillotines. You have a great number of techniques at your disposal: in addition to being able to perform standard actions such as running, jumping, and squatting, you can grab hold of ledges and pull yourself up and over them as well as tip-toe your way forward. Your actions in one room can have an effect on objects in other rooms, so it's necessary to memorize the layouts of all twelve levels and determine the order that the rooms in each level must be visited in.



PoP was an ancient game even at the time of its release for the Duo, and there are about a million other versions of it available. But this rendition boasts nice-looking visuals, not to mention a quality soundtrack produced by T's Music.



I liked the game a lot when I first bought it years ago, but I find myself annoyed with a few things when I replay it these days. The combat is horrible: every fight (including the battle with the last boss) can be won in the same manner except that sometimes you have to parry twice instead of once before you can land a blow.



The controls are shoddy, as they are in every other version of the game. Back in the day, the clunkiness was deemed a necessary and forgivable consequence of the phenomenal (at the time) animation, a notion unlikely to mollify players at this point.



And the trial-and-error gameplay becomes wearisome, as you end up replaying simple stretches and monotonous battles just to take another shot at a particularly tricky leap or puzzle.



I still think PoP is a cleverly designed game in a lot of ways, a good one all in all, but superior titles along the same lines have been released since its heyday... titles like Sands of Time and Warrior Within.